LostDeviljho
2014-09-09, 09:59 PM
a collection of the playable races i'm making based on pokemon. some are good, some are average, and some need major work, but here ya go!
Charizard
http://cdn.bulbagarden.net/upload/archive/7/7e/20130810070957%21006Charizard.png
•+2 Constitution, -2 Wisdom
•Humanoid (Reptilian, Augmented Dragon, Fire)
•Medium size
•a charizard has a base move speed of 30 ft.
•Wing-Aided Movement: Charizards can use their wings to help with movement even if they can't fly yet. The extra lift from it's wings gives a Charizard a +10 racial bonus on Jump checks.
•Gliding (Ex): A charizard can use it's wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Charizards glide at a speed of 40 feet (average maneuverability). Even if a charizard's maneuverability improves, it can't hover while gliding. A charizard can't glide while carrying a medium or heavy load. If a charizard becomes unconscious or helpless while in midair, it's wings naturally unfurl and powerful ligaments stiffen the wings. The charizard descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
•Flight (Ex): When a Charizard reaches 5 Hit Dice, it becomes able to fly at a speed of 40 feet (average maneuverability). A charizard can't fly while carrying a medium or heavy load or while fatigued or exhausted. Charizards can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Charizards are likewise fatigued after spending a total of more than 10 minutes per day flying. Because charizardss can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, charizards have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A charizard with flight can make a dive attack. A dive attack works like a charge, but the charizard must move a minimum of 30 feet and descend at least 10 feet. A charizard can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A charizard with flight can use the run action while flying, provided it flies in a straight line.
•Blaze (Ex): if a charizard is brought below a number of hit points equal to it's Con modifier, all fire damage dealt by the charizard is treated as Empowered. this effect lasts untill the charizard comes back above the hp limit or drops to 0 hp.
•Breath Weapon (Su): at 2 HD, a charizard gains a breath weapon, in the form of a 30 ft. line of fire, useable 3/day (though only once every 1d4 rounds). this breath weapon deals 1d6 damage per 2 HD. Reflex save for half damage (DC 10+1/2 HD+Con modifier).
•Flaming Tail: a charizard has a flame on the end of it's tail. this flame provides illumination as a torch, and cannot be extinguished by any means, magical or mundane, except death. the flame boils water into steam and melt ice into water at a rate of one 5 ft. cube/round.
•a charizard has a natural bite attack that deals 1d6 damage. a charizard also has a tail slam attack that deals 1d6 damage + 1d4 fire damage, and which uses 1.5x the charizard's Strength modifier. this tail slam can only be used as a standard action or as part of a full attack.
•Automatic Languages: Draconic
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter
•LA +1
Charmeleon
http://cdn.bulbagarden.net/upload/archive/4/4a/20130810021222%21005Charmeleon.png
•+2 Strength, -2 Wisdom
•Humanoid (Reptilian, Augmented Dragon, Fire)
•Medium size
•a charmeleon has a base move speed of 30 ft.
•Blaze (Ex): if a charmeleon is brought below a number of hit points equal to 1/2 it's Con modifier, all fire damage dealt by the charmeleon is treated as Empowered. this effect lasts untill the charmeleon comes back above the hp limit or drops to 0 hp.
•Flaming Tail: a charmeleon has a flame on the end of it's tail. this flame provides illumination as a torch, and cannot be extinguished by any means, magical or mundane, except death. however, if the flame is completely submerged in water for a number of rounds equal to twice the charmeleon's constitution score, it beginstaking Constitution damage at a rate of 1 damage/round. while the flame is burning, it boils water into steam and melts ice into water at a rate of one 5 ft. cube/2 rounds.
•a charmeleon has three natural weapons. 2 primary claw attacks that deal 1d6 damage, and a secondary bite attack that deals 1d4 damage. a charmeleon also has a tail slam attack that deals 1d6 damage + 1d4 fire damage, and which uses 1.5x the charmeleon's Strength modifier. this tail slam can only be used as a standard action or as part of a full attack.
•Automatic Languages: Draconic
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter
•LA +0
When a charmeleon gains it's 4th HD, and every time it gains one afterward, it has the option to Evolve. this process takes 8 hours and costs 4,000 exp. the charmeleon's race changes to Charizard, an it gains the racial ability bonuses of a charizard in addition to it's own (for a total of +2 Str, +2 Con, -4 Wis), as well as all other abilities a charizard of that level would have. it loses it's claw attacks, and it's bite attack damage is increased to 1d6.
http://cdn.bulbagarden.net/upload/archive/0/02/20090912061003%21009Blastoise.png
•+2 Constitution, -2 Dexterity
•Humanoid (Blastoise, Water)
•a blastoise has a move speed of 20 ft. and a swim speed of 30 ft.
•Low-Light Vision
•Hydro Pump (Ex): A Blastoise has two water cannon on its back, capable of firing high-pressure jets of water. Once per hour, a Blastoise can use the cannons to create a single 100-ft long, 10-ft wideline of water as a full-round action. This line deals 1d8 bludgeoning damage per 2 HD of the Blastoise, with a Reflex save (DC=10+1/2 Blastoise's HD+Blastoise's Constitution modifier) for half damage. Creatures with the fire subtype receive a -4 penalty on their saving throws.
In addition, the Blastoise can make a special ranged bull rush attempt against any target that fails their Reflex save against the damage. Instead of using its normal Strength modifier for the opposed Strength check, the Blastoise adds their Constitution modifier plus 1 per 4 HD of the Blastoise (rounded up). The Blastoise does not move as a result of this bull rush attempt, and a target cannot be pushed more than 10 feet past the end of the 100-ft line. If a target it pushed into a wall by this effect, they take 1d6 points of bludgeoning damage plus 1d6 per 10 points by which the Blastoise's bull rush check exceeded the target's. This is the same sort of damage dealt by falling.
If the Blastoise chooses to do so, they may also push one or more objects in the line's area; for this purpose, the line has an effective strength score equal to the Blastoise's Constitution modifier plus 1 per 4 HD of the Blastoise.
•Light Fortification (Ex): When a critical hit or sneak attack is scored on a blastoise, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
•Shell (Ex): a blastoise has a large shell which grants a +5 armor bonus, has a maximum Dex of bonus of +3, but takes up the Body slot, so it cannot wear normal armor or robes. however, a blastoise may wear armor that is one size larger as long as it it custom made. the armor bonus from the shell and the armor bonus from fitted armor does not stack, normally. the fitted armor gives a bonus of 1/4 it's normal AC bonus. all penalties stack normally however.
•a blastoise has a +3 natural armor bonus
•Automatic Languages: Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Barbarian, Crusader
•LA +1
http://cdn.bulbagarden.net/upload/archive/3/3e/20100723043400%21254Sceptile.png
•+4 Dexterity, -2 Strength, -2 Constitution
•Humanoid (Reptilian, Augmented Plant)
•Medium size
•a sceptile has a base move speed of 40 ft.
•Low-Light Vision
•Scent
•Vulnerability to Fire
•Unburdened (Ex): A sceptile has it's move speed increased 1/2 when unarmored. If a sceptile wears armor of any kind, uses a shield, or is encumbered, it loses this benifit.
•Leaf Blade: 3/encounter, as an attack action, a sceptile makes a single attack. this attack may use any weapon capable of dealing slashing damage, and deals 1d12 slashing damage (or base weapon damage, whichever is higher), threatens a critical on a roll of 18-20, deals double damage against creatures with the Earth or Water subtypes (Quadruple damage if the target has both), and half damage against creatures with the Fire or Air subtypes (1/4 damage if the target has both). it is otherwise treated as a normal attack and gains all of the bonuses of the weapon used, including magical enchantments, feats, and class features.
•a sceptile has 2 primary claw attacks that deal 2d4 damage.
•a sceptile has a +2 racial bonus to spot, listen, jump, and tumble checks, a +4 to climb and balance (+8 to climb trees), and a +8 racial bonus to hide within foliage.
•Automatic Languages: Draconic
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Druid, Ranger, Scout, Swashbuckler, Swordsage
•LA +0
http://cdn.bulbagarden.net/upload/archive/9/90/20091223152652%21257Blaziken.png
•+2 Strength, -2 Charisma
•Humanoid (Blaziken, Fire)
•Medium Size
•a blaziken has unarmed strike progression as a monk of 1/2 it's level
•Blaze (Ex): if a blaziken is brought below a number of hit points equal to it's Con modifier, all fire damage dealt by the blaziken is treated as Empowered. this effect lasts untill the blaziken comes back above the hp limit or drops to 0 hp.
•Blaze Kick (Su): 3/day, as a standard action, a blaziken can use blaze kick. all unarmed strikes and natural weapons are now treated as having the Flaming Burst (http://www.dandwiki.com/wiki/SRD:Flaming_Burst) enhancement. this effect last for a number of rounds equal to the blaziken's Con modifier.
•a blaziken has 2 natural claw attacks that deal 1d4 damage.
•Automatic Languages: Common, Tuilvilanuue.
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Monk, Fighter, Warblade
•LA +1
http://cdn.bulbagarden.net/upload/archive/b/b6/20100723051843%21260Swampert.png
•+2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
•Humanoid (Swampert, Water, Earth)
•Medium size
•a swampert has a base move speed of 30 ft. and a swim speed of the same, as well as a burrow speed of 30 ft. (through mud only)
•Transitionally Bipedal (Ex): a swampert spends an equal amount of time on all fours as it does walking on it's hind legs. as a swift action, a swampert may switch from bipedal to quadrupedal (or vice versa), gaining (or losing) the traits associated with quadrupeds. as a Medium quadraped, a swampert uses 1.5x it's strength score to determine carrying capacity, and gets a +4 bonus against being bull rushed or tripped, or for blocking overrun maneuvers. additionaly, when doing a high jump, it is treated as if it were one size category smaller for determining it's vertical reach. a swampert cannot use a two handed weapon while quadrupedal.
•a swampert gains Improved Grapple as a racial bonus feat, as long as it has a Dexterity score of 13 or higher.
•Damp (Ex): fire damage dealt to the swampert is reduced by 1 point per die of damage dealt. Stacks with Energy Resistance.
•a swampert gains Fast Healing equal to 1/2 it's HD (minimum 1) standing on, or immersed in, enough mud to fill a 5-foot square to a depth of 1 foot (and thus count as shallow bog).
•1 in 10 swampert have Hammer Arm.
Hammer Arm (Ex): 3/day, as a standard action, the user makes a single, massive attack at it's highest BAB. this attack deals 3d6 Bludgeoning damage, with a x4 critical. this attack automatically deals 1.5x damage against Constructs and Objects, and can Critical them, despite thier normal immunity to critical hits.
•a swampert gets a +4 racial bonus to Intimidate checks
•a swampert has 2 natural slam attacks that deals 1d6 damage
•Automatic Languages: Aquan, Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Barbarian, Druid
•LA +1
http://cdn.bulbagarden.net/upload/archive/9/99/20130409202913%21282Gardevoir.png
•-2 Strength, -2 Constitution, +2 Intelligence, +2 Charisma
•Humanoid (Gardevoir, Augmented Fey)
•Medium size
•a gardevoir has a base move speed of 30 ft.
•Naturally Psionic (Ex): a gardevoir gain 2 bonus power points at 1st level, regardless of whether it chooses a psionic class
•telepathy 100 ft. with creatures it shares a language with.
•Confuse Ray (Su): The gardevoir fires a single ray at the enemy. this is a ranged touch attack. if it hit the target must make a Will save (DC 10+level+Charisma modifier) or become confused (http://www.dandwiki.com/wiki/SRD:Confused). this attack has a range of 100 ft.
•Automatic Languages: Common, Fey
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Wizard, Sorcerer, Psion, Wilder
•LA +0
http://cdn.bulbagarden.net/upload/archive/0/05/20130627144905%21376Metagross.png
•+2 Strength, -2 Dexterity, +4 Intelligence, -2 Wisdom, -2 Charisma
•Construct (Living Construct)
•Medium size
•Quadrupedal: as a Medium quadraped, a metagross uses 1.5x it's strength score to determine carrying capacity, and gets a +4 bonus against being bull rushed or tripped, or for blocking overrun maneuvers. additionaly, when doing a high jump, it is treated as if it were one size category smaller for determining it's vertical reach.
•a Metagross has a base move speed of 30 ft.
•Naturally Psionic (Ex): Metagross gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class
•Telekinesis (Ps): 1/day, as the Telekinesis spell, except that it is psionic, and as such is subject to a null psionics field rather than an anti-magic field.
•Minor Telekinesis (Ps): a metagross has continuous minor telekinesis as long as it has power points remaining. this telekinesis can emulate the effect of anything a normal hand can do, with effective Str and Dex scores equal to 1/2 character level +2. it has a range of 25 ft. +5 ft/2 levels.
•Metagross have Telapathy 100 ft. (broadcast only)
•Living Construct Subtype (Ex): Metagross are constructs with the living construct subtype (Ex): Metagross are constructs with the living construct subtype. Living constructs combine aspects of both constructs and living creatures, as detailed below.
Features: As a living construct, a metagross has the following features.
A metagross derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A metagross possesses the following traits.
Unlike other constructs, a metagross has a Constitution score.
Unlike other constructs, a metagross does not have low-light vision or darkvision.
Unlike other constructs, a metagross is not immune to mind-affecting spells and abilities.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Unlike other constructs, metagross are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
As living constructs, metagross can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a metagross can be healed by a cure light wounds spell or a repair light damage spell, for example, and a metagross is vulnerable to disable construct and harm.
The unusual physical construction of metagross makes them vulnerable to certain spells and effects that normally don't affect living creatures. A metagross takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a metagross is affected by repell metal or stone as if he were wearing metal armor. The iron in the body of a metagross makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A metagross takes the same damage from a rust monster's touch (Reflex DC 17 half).
A metagross responds slightly differently from other living creatures when reduced to 0 hit points. A metagross with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert metagross does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
As a living construct, a metagross can be raised or resurrected.
A metagross does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
Although living constructs do not need to sleep, a metagross wizard must rest for 8 hours before preparing spells.
•Plated Skin: The plating covering the outer layer of a metagross's body provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a metagross cannot wear armor or magic robes. Metagross can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a metagross with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a metagross to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
•Livemetal: A metagross's entire body is made of metal. the outer layer of it's body may be covered in other metals, but it's core is composed of livemetal, a curious metal with many organic properties. A metagross heals naturally, but at 1/2 the rate of normal creatures.Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only 3/4 of their effect to the metagross.
•Light Fortification (Ex): When a critical hit or sneak attack is scored on a metagross, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
•a metagross has a natural slam attack that deals 1d4 damage.
•a metagross can qualify for warforged feats.
•automatic languages: Metagross, Common (Metagross understand Common but cannot speak it. thier vocal abilities are limited to humms, buzzes, and clacks, etc.)
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Psion, Psychic Warrior
•LA +1
http://cdn.bulbagarden.net/upload/archive/f/fb/20100326161703%21392Infernape.png
•+2 strength, -2 wisdom
•Humanoid (Infernape, fire)
•medium size
•an infernape has a base move speed of 30 ft., and a climb speed of the same
•low-light vision
•scent
•an infernape has a natural slam attack that deals 1d4 damage. an infernape qualifies for the Second Slam feat.
•an infernape gains Improved Unarmed Strike as a racial bonus feat.
•Flaming Head: an infernape has a large gout of flame atop it's head. this flame provides illumination as a torch, and cannot be extinguished by any means, mundane or magical, other than death.
•Blaze (Ex): if an infernape is brought below a number of hit points equal to it's Con modifier, all fire damage dealt by the infernape is treated as Empowered. this effect lasts untill the infernape comes back above the hp limit or drops to 0 hp.
•automatic languages: none, infernapes communicate via a combination of body language, gestures, and monkey noises.
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Barbarian, Warblade
•LA +0
http://cdn.bulbagarden.net/upload/archive/7/7f/20100326160538%21395Empoleon.png
•+2 Strength, +2 Dexterity, -2 Wisdom, -2 Charisma
•Humanoid (Empoleon,Water)
•an empoleon has a move speed of 30 ft. and a swim speed of 40 ft.
•Defiant (Ex): if an empoleon takes a penalty to any stat due to an opponent's attack, it gains a Morale bonus to the same stat equal to the penalty taken x2. this ability will only activate 3/encounter. an empoleon also gains a +4 bonus against will saves vs. mind-affecting effects.
•Inhuman Hands (Ex): an empoleon's hands are not well designed to manipulate objects as humans do. An empoleon takes a -6 penalty on checks to aviod disarming unless using a weapon with a custom made grip. the empoleon's Defiant ability does not apply to this penalty.
•Water Affinity: Empoleon casters cast spells with the Water descriptor as +1 caster level.
•Vulnerability to Electricity
•Immunity to Poison
•an empoleon has Two primary wing attacks that deal 1d6 slashing damage, but ignore hardness of less than 20, and a secondary peck attack that does 1d4 piercing damage.
•Automatic Languages: Auquan, Tuilvilanuue
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Druid, Cleric
•LA +1
http://cdn.bulbagarden.net/upload/archive/a/a2/20100131061125%21447Riolu.png
•+2 Strength, -2 Charisma
•Humanoid (Riolu)
•Small size
•a riolu has a base move speed of 30 ft.
•a riolu gains Improved Unarmed Strike and Endurance as racial bonus feats.
•Automatic Languages: Lucarian, Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Monk, Swordsage, Warblade
•LA +0
http://cdn.bulbagarden.net/upload/1/18/652Chesnaught.png
•+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Charisma
•Monstrous Humanoid
•Medium size
•a chesnaught has a base move speed of 20 ft.
•Darkvision 60 ft.
•Powerful Build (Ex): the physical stature of chesnaughts lets them function in many ways as if they were one size category larger. Whenever a chesnaught is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the chesnaught is treated as one size larger if doing so is advantageous to him. A chesnaught is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A chesnaught can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
•Bulletproof (Ex): a ranged attack (or spell specifically targeted at it) that hits a chesnaught has a 25% chance of being deflected. Siege Weaponry has only a 5% chance. Does not apply to projectile weapons more than 2 size categories larger than the chesnaught. this ability can deflect spells that are normally un-deflectable, such as Magic Missile.
•Carapace (Ex): a chesnught has a heavily armored, spikey, shell like carapace on it's back. this carapace gives a +6 armor bonus, but takes up the Body slot, meaning a chesnaught cannot wear armor or robes. this carapace is treated as having Armor Spikes as a natural weapon, and thus the chesnaught is automatically proficient with them. A chesnaught can take cover beneath it's carapace as a full round action, gaining Total Cover (http://www.dandwiki.com/wiki/SRD:Cover#Total_Cover) for itself. a chesnaught who is shielding in this way is treated as a Low Obstacle (http://www.dandwiki.com/wiki/SRD:Cover#Low_Obstacles_and_Cover) for the purposes of determining Cover. a chesnaught shielding in this way cannot move, but may take a single action each round as long as it doesn't require movement of any kind. exiting this mode is a standard action.
•+2 natural armor
•Vulnerability to Fire
•a chesnaught can either have 2 claw attacks or 2 slam attacks, determined at character creation. both kinds of attacks deal 1d6 damage.
•Automatic Languages: Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Barbarian, Paladin, Crusader, Warblade
•LA +1
http://cdn.bulbagarden.net/upload/6/67/658Greninja.png
•Humanoid (Greninja, Water)
•Medium Size
•a greninja has a base move speed of 30 ft. and a swim speed of the same.
•Night Slash (Ex): 3/encounter, as an attack action, a greninja makes a single attack. this attack may use any weapon capable of dealing slashing damage, and deals 1d12 (or base weapon damage, whichever is higher) slashing damage, threatens a critical on a roll of 18-20, deals double damage against creatures with the Good or Incorporeal subtypes (Quadruple damage if the target has both), and half damage against creatures with the Evil or Vermin subtypes (1/4 damage if the target has both). It counts as Evil aligned for the purposes of bypassing DR, and can hit Incorporeal opponents. it is otherwise treated as a normal attack and gains all of the bonuses of the weapon used, including magical enchantments, feats, and class features.
•Water Shuriken (Sp): 3/day, a greninja can use water shuriken.
Casting Time: 1 standard action
Range: 0 ft.
Effect: one water shuriken/2 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell creates shuriken formed of magical water that you can throw as a normal ranged attack at any target within range, like normal shuriken (they do not dissolve in your hands).
You are automatically considered proficient with the water shuriken, which has a range increment of 10 feet, and threatens a critical hit on a roll of 19-20.
A single water shuriken deals 1d2 points of slashing damage and an additional 1d4 points of cold damage.
If you score a critical hit, the slashing damage is doubled and the cold damage increases to 1d8.
Any additional damage dealt by the water shuriken (including Strength and sneak attack bonuses) is also cold damage.
Water shuriken deal double damage against creatures with the Fire or Earth subtypes (Quadruple if the target has both), and half damage against creatures with the Water or Cold subtypes (1/4 damage if the target has both.
•a greninja has a natural tentacle attack with it's tongue. this attack deals 1d4 bludgeoning damage.
•a greninja gains a +2 racial bonus to Hide and Move Silently checks, and a +4 bonus to Jump.
•Automatic Languages: Common, Rokugani
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Monk, Rogue, Swordsage, Ninja, Shugenja, Wu Jen.
•LA +1
http://cdn.bulbagarden.net/upload/archive/2/21/20131029114742%21655Delphox.png
•-2 Strength, +2 Charisma
•Humanoid (Delphox, Fire)
•Medium size
•a delphox has a base move speed of 30 ft.
•Naturally Psionic (Ex): Delphox gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class.
•Blazing Stick (Ex): a delphox has a special stick, found in childhood, that it carries with it at all times. this stick is generally anywhere between 12 and 24 inches long, and looks like a normal stick or branch. however, when held by the delphox, a flame ignites at the tip. while in this state, it grants illumination as a torch, and may be used as a torch in combat, except that it deals 1d4 fire damage instead of 1 point. a Delphox treats it's Blazing Stick as a Martial weapon which it is automatically proficient in, and so does not take the normal penalty to attack rolls for improvised weapons. a delphox may use it's Blazing Stick as a Staff with a maximum of 5+1/2 HD charges, which recharge at a rate of 2+1/2 HDday (3+1/2 HD/day in hot conditions). it can cast Lesser Orb of Fire (1 charge), Burning Hands (1 charge), and Fire Shield (2 charges). at 8th level, a delphox can spend 8 hours and 1420 xp to upgrade it's Blazing Stick to function as a normal Staff of Fire (http://www.dandwiki.com/wiki/SRD:Staff_of_Fire), albeit with the same maximum number of charges. a dephox's caster level when using it's Blazing Stick is equal to it's HD. no one other than the delphox can use a delphox's Blazing Stick, not even another delphox.
•fire affinity: a delphox's casting/manifesting a spell/psionic power with the fire descriptor has a +1 caster/manifester level.
•a delphox has a +2 racial bonus to Sleight of Hand checks
•Automatic Languages: Common, Delphox
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Sorcerer,Wilder
•LA +1
http://cdn.bulbagarden.net/upload/archive/3/38/20100720174629%21576Gothitelle.png
•-2 Strength, +2 Intelligence, +2 Charisma
•Humanoid (Gothitelle)
•Medium size
•a gothitelle has a base move speed of 30 ft.
•Aura of Gloom: a gothitelle projects an aura of... wrongness, that puts people on edge. this aura is so strong this it can darken a room, or give false readings to spells that detect alignment.
a gothitelle takes a -4 penalty to Diplomacy and Handle Animal checks, but gains a +4 bonus to Intimidate (this effect does not work on mindless creatures). the DC of all fear effects caused by the gothitelle is increased by 1/4 HD. the illumination of the area within a 5 ft. radius of the gothitelle is 1 step darker (Bright > Shadowy, Shadowy > Darkness). whenever a gothitelle would be subject to an effect that checks it's alignment, there is a 10% chance that it's alignment will be read as one step closer to Neutral Evil.
•Hide in Plain Sight (Ex): A gothitell can use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect)
•Naturally Psionic (Ex): a gothitelle gains 2 bonus power points at 1st level, regardless of whether it chooses a psionic class
•gothitelle have a very strong connection with the Plane of Shadow. a gothitelle caster casts all spell within the Shadow subschool, or with the Darkness descriftor at +1 Caster Level. a gothitelle Shadowcaster instead gains an additional use per day on apprentice mysteries and Metashadow feats.
•Darkvision 60 ft.
•a gothitelle has a +4 racial bonus to Hide and Move Silently checks
•Automatic Languages: Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Wizard, Sorcerer, Psion, Shadowcaster
•LA +1
Shadowcaster Handbook (http://www.giantitp.com/forums/showthread.php?268661-3-5-Pulvis-Et-Umbra-Sumus-The-Shadowcaster-Handbook), I suggest you make use of it, especially the changes mentioned at the beginning.
Sceptile (http://www.giantitp.com/forums/showthread.php?371096-Sceptile-(3-5-race))
Blaziken (http://www.giantitp.com/forums/showthread.php?371172-Blaziken-(3-5-race))
Gardevoir (http://www.giantitp.com/forums/showthread.php?371103-Gardevoir-(3-5-race))
Metagross (http://www.giantitp.com/forums/showthread.php?371089-Metagross-(3-5-race))
Infernape (http://www.giantitp.com/forums/showthread.php?371047-Infernape-(3-5-race))
Lucario (http://www.giantitp.com/forums/showthread.php?370846-Lucario-3-5-race)
Stuff i didn't make but is still cool:
Togepi
http://cdn.bulbagarden.net/upload/6/6b/175Togepi.png
Humanoid(Togepi)
+2 Charisma, -2 Constitution
20 ft base movement speed
Small: As a Small creature, a Togepi gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Least Metronome(Sp): When a Togepi is created, choose 4 cantrips from the Sorcerer/Wizard list or the Bard list. None of these cantrips can be from the same school of magic, nor can their casting time be longer than 1 round. 1/day as a standard action, choose any targets of your spell, then randomly choose one of the 4 cantrips by rolling a d4. That cantrip casts, and attempts to affect the chosen targets/area the best it can.
Rollout: A Togepi gains a 1d3 slam attack that can only be used at the end of a charge.
Klutz: Due to their body structure, Togepis tend to fall over a lot. Togepis take a -2 penalty on Balance checks and -2 on checks to resist trip attacks and bull rushes.
The world's mine: Togepis will rarely let even the smallest of holes or largest of rocks stop them from exploring. Togepis gain a +2 racial bonus to Climb and Escape Artist.
Automatic Languages: Common and Togepi
Bonus Languages: Any (other than Druidic)
Favored Class: Rogue, Bard.
LA: +0
Heart of Bliss (Ritual for evolution)
Any Togepi can undergo this ritual by spending 3000gp and 4000xp. The Togepi starts the ritual by meditating on his life so far. After 1 hour of meditation, the Togepi must place himself among happy people and environments that make him happy for 48 straight hours. After this time, the Togepi falls asleep, and becomes a Togetic before he wakes up. If the Togepi fails to immerse himself completely in happiness, or loses consciousness during the ritual, the gp is lost, but the experience is refunded.
This is supposed to derive from the concept of the Necropolitan and the Savage Species rituals. Since I only really understand their concept, the wording may be off. Note, I would not advise this for all of the happiness evolution Pokemon, with this just being really a Togepi thing.
Togetic
http://cdn.bulbagarden.net/upload/archive/1/11/20100417193716%21176Togetic.png
All changes are added to Togepi's racial abilities unless stated otherwise.
Changes type to Humanoid(Togetic)
+2 Dexterity
Togetic gains a 30ft (average) fly speed and increases his land speed to 30 feet.
Togetic becomes Medium sized.
Metronome (Sp): Togetic can now use Least Metronome 3/day. When a Togepi undergoes Heart of Bliss, he chooses 4 2nd level or lower bard or Sorcerer/Wizard spells, none of which can be in the same school, nor can their casting time be longer than 1 round. 1/day as a standard action, choose any targets or the area of your spell, then randomly choose one of the 4 spells by rolling a d4. That spell casts, and attempts to affect the chosen targets/area the best it can.
Attract (Sp): 1/day, Togetic can use Charm Person as a Spell-like ability. Charm Person can be used on any creature with the Pokemon subtype, even if they are not humanoid, as long as it's the opposite gender of Togetic. The save DC is (13 + Charisma Modifier).
Serene Grace: Whenever an creature fails a saving throw against one of your non-harmless spells, spell-like abilities, powers, or Psi-like abilities, it's duration is increased by 1 round.
Rollout: The slam attack increases to 1d4 as per increasing to Medium size.
Togetic loses the Klutz ability. I'm aware that Togepi doesn't actually get Klutz as an ability, but you see Togepi falling over all of the time in the shows, so to me, it just fits. If you really want it to fit the game, maybe instead of Klutz:
Hustle: Togepi gains the Run feat. If Togepi attempts to move more than 3 times her current land speed, Togepi must make a DC 10 Balance check or fall in the middle of the run.
Togetic no longer risks falling while running, although she does keep the Run feat.
I know that the current creations don't include the Pokemon subtype. If you don't want to mark out the Pokemon as something special, I'd just allow the Charm Person to extend to Fey also.
Finally, while I do have something for Togekiss, I'm having trouble coming up with the evolution ritual, so I'm going to hold off on that.
I wanted to go ahead and add Togekiss even though I still don't have a good ritual (though I'm at least considering fluff for the evolution stones). If you need the information to use this, assume that the ritual costs 18000gp and 9000xp. The intended balance of Togekiss on top of everything else is a mid to high LA +2, although with effective LA buyoff, due to the rituals.
Togekiss
http://cdn.bulbagarden.net/upload/8/87/468Togekiss.png
All abilities are added to Togetic's racial abilities unless stated otherwise.
+2 Constitution, +2 Dexterity, +2 Charisma
Togekiss's racial fly speed improves to 60ft (perfect).
Greater Metronome (Sp): Togekiss can now use Least Metronome at-will, and Metronome 3/day. When a Togetic becomes a Togekiss, he chooses 4 4th level or lower spells from the Bard, Sorcerer/Wizard, Druid, or Cleric list. None of these spells can be from the same school, and they must have a casting time of 1 round or less. 1/day as a standard action, choose any targets or the area of your spell, then randomly choose one of the 4 spells by rolling a d4. That spell casts, and attempts to affect the chosen targets/area the best it can.
Air Cutter (Sp): As an attack action, you can make a ranged touch attack that does 1d12 + Charisma modifier electricity damage. At the end of any turn that a creature is hit by this ability, they must make a saving throw (DC 10 + 1/2 total HD + Charisma Modifier) or be staggered for 1 round. This is affected by Serene Grace.
Serene Grace: The duration is now increased to an extra 1d4 rounds.
Attract (Sp): Attract can now be used 3/day, and acts as either Dominate Person or Charm Monster. Togekiss can still treat creatures with the Pokemon subtype as Humanoid if they are the opposite gender of Togekiss. The save DC also changes to (10 + 1/2 HD + Charisma Modifier).
Empathy: Togekiss can intuitively tell the base desires of any creature. Togekiss now always treats Bluff, Sense Motive, and Diplomacy as class skills. This ability is retroactive, which may allow Togekiss to gain ranks in these skills if cross-class skill points were assigned to them. Togekiss can now also always take 10 on these skills, even if threatened.
Agility: Togekiss is extremely graceful, gaining a +4 dodge bonus to AC against attacks of opportunity, and a +2 racial bonus to Reflex saves. This racial counts as both Lightning Reflexes and Mobility, unless Togekiss has these feats already.
Pichu
http://cdn.bulbagarden.net/upload/archive/b/b9/20100724175644%21172Pichu.png
-4 Strength, +2 Dexterity
20ft land movement speed
Tiny: As a Tiny creature, a Pichu gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are one-half of those of a Medium character. A Tiny character does not normally threaten the spaces around him, and must usually provoke an attack of opportunity to enter a larger character's space in order to attack it with a melee weapon.
Thundershock (Sp): 3/day as a standard action, a Pichu can use Acid Splash, although it does Electricity and has the [Electric] subtype instead of the [Acid] subtype. If you use this ability more than once every 5 minutes, you take 1 damage that you can't reduce in any way.
Pichu gains Electricity Resistance 2.
Languages: Pikachu and Common
Bonus Languages: Any (except Druidic)
Favored Classes: Rogue, Factotum
Racial Paragon Class: Pikachu
Any Pichu can take Pikachu. However, a character needs 2 Hit Dice before they can take the second level of Pikachu and 4 Hit Dice before they can take the 3rd level of Pikachu.
Level
BAB
Fort
Ref
Will
Features
1st
+0
+0
+2
+0
Evolve to Pikachu, +2 Str, 30ft movement speed, Small Size, Safe Thundershock, 3/day Spark, Static, 1/day Quick Attack, Resist Electricity 5
2nd
+1
+0
+3
+0
Quick attack 2/day, Iron Tail 1 min, Resist electricity 10
3rd
+2
+1
+3
+1
Evolve to Raichu, Thundershock at-will, +2 Dex, 3/day Spark, 3/day Electro Ball, 3/day Quick Attack, Iron Tail 1 min/2 HD, 1/day Thunderbolt, Resist Electricity 20
Proficiencies: A Pikachu has no weapon proficiencies other than the natural weapon granted by Iron Tail. Pikachu gain no armor or shield proficiencies.
Skill Points: A Pikachu gains 4+int skill points per level. This is quadrupled if Pikachu was taken as your first character level.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Jump (Dex), Knowledge (local) (Int), Knowledge (Nature) (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Evolve to Pikachu: The Pichu becomes a Humanoid(Pikachu), and becomes Small Size with 30ft movement speed. The Pichu also gains +2 Strength, as noted in the table.
Safe Thundershock: Thundershock can never hurt Pikachu or Raichu.
Static: When Pikachu is attacked with a non-reach melee weapon, the creature attacking Pikachu takes 1 electricity damage (Reflex DC 10 + 1/2 HD + Dexterity Modifier negates). This improves to 1d6 damage at 3rd level (Reflex halves instead of negates).
Spark (Su): 3/day as a standard action Pikachu can call forth a burst of electricity surrounding him. This does 1d8 Electricity damage in a 5ft radius around him, increasing to 3d8 at 2nd and 5d8 at 3rd. A Reflex save (DC 10 + 1/2 HD + Dexterity Modifier) halves this damage.
Quick Attack (Ex): 1/day as a Swift action, Pikachu can make an attack with an unarmed strike, natural attack, or light weapon. The target is flat-footed against the attack. All damage done is halved, and you gain no benefit from your Strength bonus (although you are still penalized for a Strength penalty). You can do this 2/day at 2nd level, and 3/day at 3rd level.
Iron Tail: A Pikachu can as a Standard Action solidify his tail into a violent weapon. The tail is a natural attack that does 1d6 damage, and also gives a +4 racial bonus to Strength when it is used to attack, bull rush, or break an object. When attacking an object or creature with Hardness, ignore the hardness. This can be used up to 1 min (10 rounds) per day, split up as Pikachu wishes. At 3rd level, this increases to 1 minute per 2 HD that Raichu has.
Evolve to Raichu: The Pikachu becomes a Humanoid(Raichu), and gains +2 Dexterity, as noted in the table.
Electro Ball (Sp): 3/day, you can use Lesser orb of Electricity with a caster level equal to your total Hit Dice.
Thunderbolt (Sp): 1/day, you can use Lightning Bolt with a caster level equal to your total Hit Dice. The save DC is Dexterity based.
Some minor changes that I thought of:
Spark being based off of (pre-errata) Flameburst, not Lesser Orb of Electricity fitting it's contact + physical nature in the games.
Iron Tail got changed over to a racial bonus so it scales better than an enhancement bonus. Also made it more fluid.
Quick attack ended up being the Swift action attack.
I gave it psuedo-rogue Hit Dice, to make this class compare a bit more to taking levels in Bard/Rogue/Factotum
I also want to consider a option of +2 Dex and +10 ft movement speed instead of evolving to Raichu to play homage to Ash's Pikachu vs Surge's Raichu, but I'm not sure.
http://cdn.bulbagarden.net/upload/4/49/060Poliwag.png
Poliwag
Humanoid (Poliwag, Aquatic)
+2 Charisma, -2 Strength, -2 Dexterity
Small Size
20ft land and 15ft Swim movement speed
Amphibious (Ex): Poliwag can breathe both air and water.
Skills: A Poliwag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Hypnotic Spiral (Ex): A Poliwag can, as a full-round action that provokes attacks of opportunity, hypnotize 1 creature by twirling his spiral. The creature must make a Will Save (DC 10 + 1/2 level + Charisma Modifier) or be fascinated. While Poliwag spends full-round actions maintaining the hypnosis, the creature remains fascinated. This is a Gaze attack, although Poliwag does not need to be able to see to use this ability.
Practiced Hypnotist: Poliwag gains a +2 racial bonus to saving throws against all effects that cause fascination.
Favored Classes: Psion, Wizard
Languages: Poliwag and Common
Bonus Languages: Any (other than secret languages like Druidic)
LA: +0[/QUOTE]
Charizard
http://cdn.bulbagarden.net/upload/archive/7/7e/20130810070957%21006Charizard.png
•+2 Constitution, -2 Wisdom
•Humanoid (Reptilian, Augmented Dragon, Fire)
•Medium size
•a charizard has a base move speed of 30 ft.
•Wing-Aided Movement: Charizards can use their wings to help with movement even if they can't fly yet. The extra lift from it's wings gives a Charizard a +10 racial bonus on Jump checks.
•Gliding (Ex): A charizard can use it's wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Charizards glide at a speed of 40 feet (average maneuverability). Even if a charizard's maneuverability improves, it can't hover while gliding. A charizard can't glide while carrying a medium or heavy load. If a charizard becomes unconscious or helpless while in midair, it's wings naturally unfurl and powerful ligaments stiffen the wings. The charizard descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
•Flight (Ex): When a Charizard reaches 5 Hit Dice, it becomes able to fly at a speed of 40 feet (average maneuverability). A charizard can't fly while carrying a medium or heavy load or while fatigued or exhausted. Charizards can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Charizards are likewise fatigued after spending a total of more than 10 minutes per day flying. Because charizardss can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, charizards have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A charizard with flight can make a dive attack. A dive attack works like a charge, but the charizard must move a minimum of 30 feet and descend at least 10 feet. A charizard can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A charizard with flight can use the run action while flying, provided it flies in a straight line.
•Blaze (Ex): if a charizard is brought below a number of hit points equal to it's Con modifier, all fire damage dealt by the charizard is treated as Empowered. this effect lasts untill the charizard comes back above the hp limit or drops to 0 hp.
•Breath Weapon (Su): at 2 HD, a charizard gains a breath weapon, in the form of a 30 ft. line of fire, useable 3/day (though only once every 1d4 rounds). this breath weapon deals 1d6 damage per 2 HD. Reflex save for half damage (DC 10+1/2 HD+Con modifier).
•Flaming Tail: a charizard has a flame on the end of it's tail. this flame provides illumination as a torch, and cannot be extinguished by any means, magical or mundane, except death. the flame boils water into steam and melt ice into water at a rate of one 5 ft. cube/round.
•a charizard has a natural bite attack that deals 1d6 damage. a charizard also has a tail slam attack that deals 1d6 damage + 1d4 fire damage, and which uses 1.5x the charizard's Strength modifier. this tail slam can only be used as a standard action or as part of a full attack.
•Automatic Languages: Draconic
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter
•LA +1
Charmeleon
http://cdn.bulbagarden.net/upload/archive/4/4a/20130810021222%21005Charmeleon.png
•+2 Strength, -2 Wisdom
•Humanoid (Reptilian, Augmented Dragon, Fire)
•Medium size
•a charmeleon has a base move speed of 30 ft.
•Blaze (Ex): if a charmeleon is brought below a number of hit points equal to 1/2 it's Con modifier, all fire damage dealt by the charmeleon is treated as Empowered. this effect lasts untill the charmeleon comes back above the hp limit or drops to 0 hp.
•Flaming Tail: a charmeleon has a flame on the end of it's tail. this flame provides illumination as a torch, and cannot be extinguished by any means, magical or mundane, except death. however, if the flame is completely submerged in water for a number of rounds equal to twice the charmeleon's constitution score, it beginstaking Constitution damage at a rate of 1 damage/round. while the flame is burning, it boils water into steam and melts ice into water at a rate of one 5 ft. cube/2 rounds.
•a charmeleon has three natural weapons. 2 primary claw attacks that deal 1d6 damage, and a secondary bite attack that deals 1d4 damage. a charmeleon also has a tail slam attack that deals 1d6 damage + 1d4 fire damage, and which uses 1.5x the charmeleon's Strength modifier. this tail slam can only be used as a standard action or as part of a full attack.
•Automatic Languages: Draconic
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter
•LA +0
When a charmeleon gains it's 4th HD, and every time it gains one afterward, it has the option to Evolve. this process takes 8 hours and costs 4,000 exp. the charmeleon's race changes to Charizard, an it gains the racial ability bonuses of a charizard in addition to it's own (for a total of +2 Str, +2 Con, -4 Wis), as well as all other abilities a charizard of that level would have. it loses it's claw attacks, and it's bite attack damage is increased to 1d6.
http://cdn.bulbagarden.net/upload/archive/0/02/20090912061003%21009Blastoise.png
•+2 Constitution, -2 Dexterity
•Humanoid (Blastoise, Water)
•a blastoise has a move speed of 20 ft. and a swim speed of 30 ft.
•Low-Light Vision
•Hydro Pump (Ex): A Blastoise has two water cannon on its back, capable of firing high-pressure jets of water. Once per hour, a Blastoise can use the cannons to create a single 100-ft long, 10-ft wideline of water as a full-round action. This line deals 1d8 bludgeoning damage per 2 HD of the Blastoise, with a Reflex save (DC=10+1/2 Blastoise's HD+Blastoise's Constitution modifier) for half damage. Creatures with the fire subtype receive a -4 penalty on their saving throws.
In addition, the Blastoise can make a special ranged bull rush attempt against any target that fails their Reflex save against the damage. Instead of using its normal Strength modifier for the opposed Strength check, the Blastoise adds their Constitution modifier plus 1 per 4 HD of the Blastoise (rounded up). The Blastoise does not move as a result of this bull rush attempt, and a target cannot be pushed more than 10 feet past the end of the 100-ft line. If a target it pushed into a wall by this effect, they take 1d6 points of bludgeoning damage plus 1d6 per 10 points by which the Blastoise's bull rush check exceeded the target's. This is the same sort of damage dealt by falling.
If the Blastoise chooses to do so, they may also push one or more objects in the line's area; for this purpose, the line has an effective strength score equal to the Blastoise's Constitution modifier plus 1 per 4 HD of the Blastoise.
•Light Fortification (Ex): When a critical hit or sneak attack is scored on a blastoise, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
•Shell (Ex): a blastoise has a large shell which grants a +5 armor bonus, has a maximum Dex of bonus of +3, but takes up the Body slot, so it cannot wear normal armor or robes. however, a blastoise may wear armor that is one size larger as long as it it custom made. the armor bonus from the shell and the armor bonus from fitted armor does not stack, normally. the fitted armor gives a bonus of 1/4 it's normal AC bonus. all penalties stack normally however.
•a blastoise has a +3 natural armor bonus
•Automatic Languages: Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Barbarian, Crusader
•LA +1
http://cdn.bulbagarden.net/upload/archive/3/3e/20100723043400%21254Sceptile.png
•+4 Dexterity, -2 Strength, -2 Constitution
•Humanoid (Reptilian, Augmented Plant)
•Medium size
•a sceptile has a base move speed of 40 ft.
•Low-Light Vision
•Scent
•Vulnerability to Fire
•Unburdened (Ex): A sceptile has it's move speed increased 1/2 when unarmored. If a sceptile wears armor of any kind, uses a shield, or is encumbered, it loses this benifit.
•Leaf Blade: 3/encounter, as an attack action, a sceptile makes a single attack. this attack may use any weapon capable of dealing slashing damage, and deals 1d12 slashing damage (or base weapon damage, whichever is higher), threatens a critical on a roll of 18-20, deals double damage against creatures with the Earth or Water subtypes (Quadruple damage if the target has both), and half damage against creatures with the Fire or Air subtypes (1/4 damage if the target has both). it is otherwise treated as a normal attack and gains all of the bonuses of the weapon used, including magical enchantments, feats, and class features.
•a sceptile has 2 primary claw attacks that deal 2d4 damage.
•a sceptile has a +2 racial bonus to spot, listen, jump, and tumble checks, a +4 to climb and balance (+8 to climb trees), and a +8 racial bonus to hide within foliage.
•Automatic Languages: Draconic
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Druid, Ranger, Scout, Swashbuckler, Swordsage
•LA +0
http://cdn.bulbagarden.net/upload/archive/9/90/20091223152652%21257Blaziken.png
•+2 Strength, -2 Charisma
•Humanoid (Blaziken, Fire)
•Medium Size
•a blaziken has unarmed strike progression as a monk of 1/2 it's level
•Blaze (Ex): if a blaziken is brought below a number of hit points equal to it's Con modifier, all fire damage dealt by the blaziken is treated as Empowered. this effect lasts untill the blaziken comes back above the hp limit or drops to 0 hp.
•Blaze Kick (Su): 3/day, as a standard action, a blaziken can use blaze kick. all unarmed strikes and natural weapons are now treated as having the Flaming Burst (http://www.dandwiki.com/wiki/SRD:Flaming_Burst) enhancement. this effect last for a number of rounds equal to the blaziken's Con modifier.
•a blaziken has 2 natural claw attacks that deal 1d4 damage.
•Automatic Languages: Common, Tuilvilanuue.
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Monk, Fighter, Warblade
•LA +1
http://cdn.bulbagarden.net/upload/archive/b/b6/20100723051843%21260Swampert.png
•+2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
•Humanoid (Swampert, Water, Earth)
•Medium size
•a swampert has a base move speed of 30 ft. and a swim speed of the same, as well as a burrow speed of 30 ft. (through mud only)
•Transitionally Bipedal (Ex): a swampert spends an equal amount of time on all fours as it does walking on it's hind legs. as a swift action, a swampert may switch from bipedal to quadrupedal (or vice versa), gaining (or losing) the traits associated with quadrupeds. as a Medium quadraped, a swampert uses 1.5x it's strength score to determine carrying capacity, and gets a +4 bonus against being bull rushed or tripped, or for blocking overrun maneuvers. additionaly, when doing a high jump, it is treated as if it were one size category smaller for determining it's vertical reach. a swampert cannot use a two handed weapon while quadrupedal.
•a swampert gains Improved Grapple as a racial bonus feat, as long as it has a Dexterity score of 13 or higher.
•Damp (Ex): fire damage dealt to the swampert is reduced by 1 point per die of damage dealt. Stacks with Energy Resistance.
•a swampert gains Fast Healing equal to 1/2 it's HD (minimum 1) standing on, or immersed in, enough mud to fill a 5-foot square to a depth of 1 foot (and thus count as shallow bog).
•1 in 10 swampert have Hammer Arm.
Hammer Arm (Ex): 3/day, as a standard action, the user makes a single, massive attack at it's highest BAB. this attack deals 3d6 Bludgeoning damage, with a x4 critical. this attack automatically deals 1.5x damage against Constructs and Objects, and can Critical them, despite thier normal immunity to critical hits.
•a swampert gets a +4 racial bonus to Intimidate checks
•a swampert has 2 natural slam attacks that deals 1d6 damage
•Automatic Languages: Aquan, Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Barbarian, Druid
•LA +1
http://cdn.bulbagarden.net/upload/archive/9/99/20130409202913%21282Gardevoir.png
•-2 Strength, -2 Constitution, +2 Intelligence, +2 Charisma
•Humanoid (Gardevoir, Augmented Fey)
•Medium size
•a gardevoir has a base move speed of 30 ft.
•Naturally Psionic (Ex): a gardevoir gain 2 bonus power points at 1st level, regardless of whether it chooses a psionic class
•telepathy 100 ft. with creatures it shares a language with.
•Confuse Ray (Su): The gardevoir fires a single ray at the enemy. this is a ranged touch attack. if it hit the target must make a Will save (DC 10+level+Charisma modifier) or become confused (http://www.dandwiki.com/wiki/SRD:Confused). this attack has a range of 100 ft.
•Automatic Languages: Common, Fey
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Wizard, Sorcerer, Psion, Wilder
•LA +0
http://cdn.bulbagarden.net/upload/archive/0/05/20130627144905%21376Metagross.png
•+2 Strength, -2 Dexterity, +4 Intelligence, -2 Wisdom, -2 Charisma
•Construct (Living Construct)
•Medium size
•Quadrupedal: as a Medium quadraped, a metagross uses 1.5x it's strength score to determine carrying capacity, and gets a +4 bonus against being bull rushed or tripped, or for blocking overrun maneuvers. additionaly, when doing a high jump, it is treated as if it were one size category smaller for determining it's vertical reach.
•a Metagross has a base move speed of 30 ft.
•Naturally Psionic (Ex): Metagross gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class
•Telekinesis (Ps): 1/day, as the Telekinesis spell, except that it is psionic, and as such is subject to a null psionics field rather than an anti-magic field.
•Minor Telekinesis (Ps): a metagross has continuous minor telekinesis as long as it has power points remaining. this telekinesis can emulate the effect of anything a normal hand can do, with effective Str and Dex scores equal to 1/2 character level +2. it has a range of 25 ft. +5 ft/2 levels.
•Metagross have Telapathy 100 ft. (broadcast only)
•Living Construct Subtype (Ex): Metagross are constructs with the living construct subtype (Ex): Metagross are constructs with the living construct subtype. Living constructs combine aspects of both constructs and living creatures, as detailed below.
Features: As a living construct, a metagross has the following features.
A metagross derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A metagross possesses the following traits.
Unlike other constructs, a metagross has a Constitution score.
Unlike other constructs, a metagross does not have low-light vision or darkvision.
Unlike other constructs, a metagross is not immune to mind-affecting spells and abilities.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Unlike other constructs, metagross are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
As living constructs, metagross can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a metagross can be healed by a cure light wounds spell or a repair light damage spell, for example, and a metagross is vulnerable to disable construct and harm.
The unusual physical construction of metagross makes them vulnerable to certain spells and effects that normally don't affect living creatures. A metagross takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a metagross is affected by repell metal or stone as if he were wearing metal armor. The iron in the body of a metagross makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A metagross takes the same damage from a rust monster's touch (Reflex DC 17 half).
A metagross responds slightly differently from other living creatures when reduced to 0 hit points. A metagross with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert metagross does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
As a living construct, a metagross can be raised or resurrected.
A metagross does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
Although living constructs do not need to sleep, a metagross wizard must rest for 8 hours before preparing spells.
•Plated Skin: The plating covering the outer layer of a metagross's body provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a metagross cannot wear armor or magic robes. Metagross can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a metagross with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a metagross to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
•Livemetal: A metagross's entire body is made of metal. the outer layer of it's body may be covered in other metals, but it's core is composed of livemetal, a curious metal with many organic properties. A metagross heals naturally, but at 1/2 the rate of normal creatures.Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only 3/4 of their effect to the metagross.
•Light Fortification (Ex): When a critical hit or sneak attack is scored on a metagross, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
•a metagross has a natural slam attack that deals 1d4 damage.
•a metagross can qualify for warforged feats.
•automatic languages: Metagross, Common (Metagross understand Common but cannot speak it. thier vocal abilities are limited to humms, buzzes, and clacks, etc.)
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Psion, Psychic Warrior
•LA +1
http://cdn.bulbagarden.net/upload/archive/f/fb/20100326161703%21392Infernape.png
•+2 strength, -2 wisdom
•Humanoid (Infernape, fire)
•medium size
•an infernape has a base move speed of 30 ft., and a climb speed of the same
•low-light vision
•scent
•an infernape has a natural slam attack that deals 1d4 damage. an infernape qualifies for the Second Slam feat.
•an infernape gains Improved Unarmed Strike as a racial bonus feat.
•Flaming Head: an infernape has a large gout of flame atop it's head. this flame provides illumination as a torch, and cannot be extinguished by any means, mundane or magical, other than death.
•Blaze (Ex): if an infernape is brought below a number of hit points equal to it's Con modifier, all fire damage dealt by the infernape is treated as Empowered. this effect lasts untill the infernape comes back above the hp limit or drops to 0 hp.
•automatic languages: none, infernapes communicate via a combination of body language, gestures, and monkey noises.
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Barbarian, Warblade
•LA +0
http://cdn.bulbagarden.net/upload/archive/7/7f/20100326160538%21395Empoleon.png
•+2 Strength, +2 Dexterity, -2 Wisdom, -2 Charisma
•Humanoid (Empoleon,Water)
•an empoleon has a move speed of 30 ft. and a swim speed of 40 ft.
•Defiant (Ex): if an empoleon takes a penalty to any stat due to an opponent's attack, it gains a Morale bonus to the same stat equal to the penalty taken x2. this ability will only activate 3/encounter. an empoleon also gains a +4 bonus against will saves vs. mind-affecting effects.
•Inhuman Hands (Ex): an empoleon's hands are not well designed to manipulate objects as humans do. An empoleon takes a -6 penalty on checks to aviod disarming unless using a weapon with a custom made grip. the empoleon's Defiant ability does not apply to this penalty.
•Water Affinity: Empoleon casters cast spells with the Water descriptor as +1 caster level.
•Vulnerability to Electricity
•Immunity to Poison
•an empoleon has Two primary wing attacks that deal 1d6 slashing damage, but ignore hardness of less than 20, and a secondary peck attack that does 1d4 piercing damage.
•Automatic Languages: Auquan, Tuilvilanuue
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Druid, Cleric
•LA +1
http://cdn.bulbagarden.net/upload/archive/a/a2/20100131061125%21447Riolu.png
•+2 Strength, -2 Charisma
•Humanoid (Riolu)
•Small size
•a riolu has a base move speed of 30 ft.
•a riolu gains Improved Unarmed Strike and Endurance as racial bonus feats.
•Automatic Languages: Lucarian, Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Monk, Swordsage, Warblade
•LA +0
http://cdn.bulbagarden.net/upload/1/18/652Chesnaught.png
•+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Charisma
•Monstrous Humanoid
•Medium size
•a chesnaught has a base move speed of 20 ft.
•Darkvision 60 ft.
•Powerful Build (Ex): the physical stature of chesnaughts lets them function in many ways as if they were one size category larger. Whenever a chesnaught is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the chesnaught is treated as one size larger if doing so is advantageous to him. A chesnaught is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A chesnaught can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
•Bulletproof (Ex): a ranged attack (or spell specifically targeted at it) that hits a chesnaught has a 25% chance of being deflected. Siege Weaponry has only a 5% chance. Does not apply to projectile weapons more than 2 size categories larger than the chesnaught. this ability can deflect spells that are normally un-deflectable, such as Magic Missile.
•Carapace (Ex): a chesnught has a heavily armored, spikey, shell like carapace on it's back. this carapace gives a +6 armor bonus, but takes up the Body slot, meaning a chesnaught cannot wear armor or robes. this carapace is treated as having Armor Spikes as a natural weapon, and thus the chesnaught is automatically proficient with them. A chesnaught can take cover beneath it's carapace as a full round action, gaining Total Cover (http://www.dandwiki.com/wiki/SRD:Cover#Total_Cover) for itself. a chesnaught who is shielding in this way is treated as a Low Obstacle (http://www.dandwiki.com/wiki/SRD:Cover#Low_Obstacles_and_Cover) for the purposes of determining Cover. a chesnaught shielding in this way cannot move, but may take a single action each round as long as it doesn't require movement of any kind. exiting this mode is a standard action.
•+2 natural armor
•Vulnerability to Fire
•a chesnaught can either have 2 claw attacks or 2 slam attacks, determined at character creation. both kinds of attacks deal 1d6 damage.
•Automatic Languages: Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Barbarian, Paladin, Crusader, Warblade
•LA +1
http://cdn.bulbagarden.net/upload/6/67/658Greninja.png
•Humanoid (Greninja, Water)
•Medium Size
•a greninja has a base move speed of 30 ft. and a swim speed of the same.
•Night Slash (Ex): 3/encounter, as an attack action, a greninja makes a single attack. this attack may use any weapon capable of dealing slashing damage, and deals 1d12 (or base weapon damage, whichever is higher) slashing damage, threatens a critical on a roll of 18-20, deals double damage against creatures with the Good or Incorporeal subtypes (Quadruple damage if the target has both), and half damage against creatures with the Evil or Vermin subtypes (1/4 damage if the target has both). It counts as Evil aligned for the purposes of bypassing DR, and can hit Incorporeal opponents. it is otherwise treated as a normal attack and gains all of the bonuses of the weapon used, including magical enchantments, feats, and class features.
•Water Shuriken (Sp): 3/day, a greninja can use water shuriken.
Casting Time: 1 standard action
Range: 0 ft.
Effect: one water shuriken/2 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell creates shuriken formed of magical water that you can throw as a normal ranged attack at any target within range, like normal shuriken (they do not dissolve in your hands).
You are automatically considered proficient with the water shuriken, which has a range increment of 10 feet, and threatens a critical hit on a roll of 19-20.
A single water shuriken deals 1d2 points of slashing damage and an additional 1d4 points of cold damage.
If you score a critical hit, the slashing damage is doubled and the cold damage increases to 1d8.
Any additional damage dealt by the water shuriken (including Strength and sneak attack bonuses) is also cold damage.
Water shuriken deal double damage against creatures with the Fire or Earth subtypes (Quadruple if the target has both), and half damage against creatures with the Water or Cold subtypes (1/4 damage if the target has both.
•a greninja has a natural tentacle attack with it's tongue. this attack deals 1d4 bludgeoning damage.
•a greninja gains a +2 racial bonus to Hide and Move Silently checks, and a +4 bonus to Jump.
•Automatic Languages: Common, Rokugani
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Monk, Rogue, Swordsage, Ninja, Shugenja, Wu Jen.
•LA +1
http://cdn.bulbagarden.net/upload/archive/2/21/20131029114742%21655Delphox.png
•-2 Strength, +2 Charisma
•Humanoid (Delphox, Fire)
•Medium size
•a delphox has a base move speed of 30 ft.
•Naturally Psionic (Ex): Delphox gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class.
•Blazing Stick (Ex): a delphox has a special stick, found in childhood, that it carries with it at all times. this stick is generally anywhere between 12 and 24 inches long, and looks like a normal stick or branch. however, when held by the delphox, a flame ignites at the tip. while in this state, it grants illumination as a torch, and may be used as a torch in combat, except that it deals 1d4 fire damage instead of 1 point. a Delphox treats it's Blazing Stick as a Martial weapon which it is automatically proficient in, and so does not take the normal penalty to attack rolls for improvised weapons. a delphox may use it's Blazing Stick as a Staff with a maximum of 5+1/2 HD charges, which recharge at a rate of 2+1/2 HDday (3+1/2 HD/day in hot conditions). it can cast Lesser Orb of Fire (1 charge), Burning Hands (1 charge), and Fire Shield (2 charges). at 8th level, a delphox can spend 8 hours and 1420 xp to upgrade it's Blazing Stick to function as a normal Staff of Fire (http://www.dandwiki.com/wiki/SRD:Staff_of_Fire), albeit with the same maximum number of charges. a dephox's caster level when using it's Blazing Stick is equal to it's HD. no one other than the delphox can use a delphox's Blazing Stick, not even another delphox.
•fire affinity: a delphox's casting/manifesting a spell/psionic power with the fire descriptor has a +1 caster/manifester level.
•a delphox has a +2 racial bonus to Sleight of Hand checks
•Automatic Languages: Common, Delphox
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Sorcerer,Wilder
•LA +1
http://cdn.bulbagarden.net/upload/archive/3/38/20100720174629%21576Gothitelle.png
•-2 Strength, +2 Intelligence, +2 Charisma
•Humanoid (Gothitelle)
•Medium size
•a gothitelle has a base move speed of 30 ft.
•Aura of Gloom: a gothitelle projects an aura of... wrongness, that puts people on edge. this aura is so strong this it can darken a room, or give false readings to spells that detect alignment.
a gothitelle takes a -4 penalty to Diplomacy and Handle Animal checks, but gains a +4 bonus to Intimidate (this effect does not work on mindless creatures). the DC of all fear effects caused by the gothitelle is increased by 1/4 HD. the illumination of the area within a 5 ft. radius of the gothitelle is 1 step darker (Bright > Shadowy, Shadowy > Darkness). whenever a gothitelle would be subject to an effect that checks it's alignment, there is a 10% chance that it's alignment will be read as one step closer to Neutral Evil.
•Hide in Plain Sight (Ex): A gothitell can use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect)
•Naturally Psionic (Ex): a gothitelle gains 2 bonus power points at 1st level, regardless of whether it chooses a psionic class
•gothitelle have a very strong connection with the Plane of Shadow. a gothitelle caster casts all spell within the Shadow subschool, or with the Darkness descriftor at +1 Caster Level. a gothitelle Shadowcaster instead gains an additional use per day on apprentice mysteries and Metashadow feats.
•Darkvision 60 ft.
•a gothitelle has a +4 racial bonus to Hide and Move Silently checks
•Automatic Languages: Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Wizard, Sorcerer, Psion, Shadowcaster
•LA +1
Shadowcaster Handbook (http://www.giantitp.com/forums/showthread.php?268661-3-5-Pulvis-Et-Umbra-Sumus-The-Shadowcaster-Handbook), I suggest you make use of it, especially the changes mentioned at the beginning.
Sceptile (http://www.giantitp.com/forums/showthread.php?371096-Sceptile-(3-5-race))
Blaziken (http://www.giantitp.com/forums/showthread.php?371172-Blaziken-(3-5-race))
Gardevoir (http://www.giantitp.com/forums/showthread.php?371103-Gardevoir-(3-5-race))
Metagross (http://www.giantitp.com/forums/showthread.php?371089-Metagross-(3-5-race))
Infernape (http://www.giantitp.com/forums/showthread.php?371047-Infernape-(3-5-race))
Lucario (http://www.giantitp.com/forums/showthread.php?370846-Lucario-3-5-race)
Stuff i didn't make but is still cool:
Togepi
http://cdn.bulbagarden.net/upload/6/6b/175Togepi.png
Humanoid(Togepi)
+2 Charisma, -2 Constitution
20 ft base movement speed
Small: As a Small creature, a Togepi gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Least Metronome(Sp): When a Togepi is created, choose 4 cantrips from the Sorcerer/Wizard list or the Bard list. None of these cantrips can be from the same school of magic, nor can their casting time be longer than 1 round. 1/day as a standard action, choose any targets of your spell, then randomly choose one of the 4 cantrips by rolling a d4. That cantrip casts, and attempts to affect the chosen targets/area the best it can.
Rollout: A Togepi gains a 1d3 slam attack that can only be used at the end of a charge.
Klutz: Due to their body structure, Togepis tend to fall over a lot. Togepis take a -2 penalty on Balance checks and -2 on checks to resist trip attacks and bull rushes.
The world's mine: Togepis will rarely let even the smallest of holes or largest of rocks stop them from exploring. Togepis gain a +2 racial bonus to Climb and Escape Artist.
Automatic Languages: Common and Togepi
Bonus Languages: Any (other than Druidic)
Favored Class: Rogue, Bard.
LA: +0
Heart of Bliss (Ritual for evolution)
Any Togepi can undergo this ritual by spending 3000gp and 4000xp. The Togepi starts the ritual by meditating on his life so far. After 1 hour of meditation, the Togepi must place himself among happy people and environments that make him happy for 48 straight hours. After this time, the Togepi falls asleep, and becomes a Togetic before he wakes up. If the Togepi fails to immerse himself completely in happiness, or loses consciousness during the ritual, the gp is lost, but the experience is refunded.
This is supposed to derive from the concept of the Necropolitan and the Savage Species rituals. Since I only really understand their concept, the wording may be off. Note, I would not advise this for all of the happiness evolution Pokemon, with this just being really a Togepi thing.
Togetic
http://cdn.bulbagarden.net/upload/archive/1/11/20100417193716%21176Togetic.png
All changes are added to Togepi's racial abilities unless stated otherwise.
Changes type to Humanoid(Togetic)
+2 Dexterity
Togetic gains a 30ft (average) fly speed and increases his land speed to 30 feet.
Togetic becomes Medium sized.
Metronome (Sp): Togetic can now use Least Metronome 3/day. When a Togepi undergoes Heart of Bliss, he chooses 4 2nd level or lower bard or Sorcerer/Wizard spells, none of which can be in the same school, nor can their casting time be longer than 1 round. 1/day as a standard action, choose any targets or the area of your spell, then randomly choose one of the 4 spells by rolling a d4. That spell casts, and attempts to affect the chosen targets/area the best it can.
Attract (Sp): 1/day, Togetic can use Charm Person as a Spell-like ability. Charm Person can be used on any creature with the Pokemon subtype, even if they are not humanoid, as long as it's the opposite gender of Togetic. The save DC is (13 + Charisma Modifier).
Serene Grace: Whenever an creature fails a saving throw against one of your non-harmless spells, spell-like abilities, powers, or Psi-like abilities, it's duration is increased by 1 round.
Rollout: The slam attack increases to 1d4 as per increasing to Medium size.
Togetic loses the Klutz ability. I'm aware that Togepi doesn't actually get Klutz as an ability, but you see Togepi falling over all of the time in the shows, so to me, it just fits. If you really want it to fit the game, maybe instead of Klutz:
Hustle: Togepi gains the Run feat. If Togepi attempts to move more than 3 times her current land speed, Togepi must make a DC 10 Balance check or fall in the middle of the run.
Togetic no longer risks falling while running, although she does keep the Run feat.
I know that the current creations don't include the Pokemon subtype. If you don't want to mark out the Pokemon as something special, I'd just allow the Charm Person to extend to Fey also.
Finally, while I do have something for Togekiss, I'm having trouble coming up with the evolution ritual, so I'm going to hold off on that.
I wanted to go ahead and add Togekiss even though I still don't have a good ritual (though I'm at least considering fluff for the evolution stones). If you need the information to use this, assume that the ritual costs 18000gp and 9000xp. The intended balance of Togekiss on top of everything else is a mid to high LA +2, although with effective LA buyoff, due to the rituals.
Togekiss
http://cdn.bulbagarden.net/upload/8/87/468Togekiss.png
All abilities are added to Togetic's racial abilities unless stated otherwise.
+2 Constitution, +2 Dexterity, +2 Charisma
Togekiss's racial fly speed improves to 60ft (perfect).
Greater Metronome (Sp): Togekiss can now use Least Metronome at-will, and Metronome 3/day. When a Togetic becomes a Togekiss, he chooses 4 4th level or lower spells from the Bard, Sorcerer/Wizard, Druid, or Cleric list. None of these spells can be from the same school, and they must have a casting time of 1 round or less. 1/day as a standard action, choose any targets or the area of your spell, then randomly choose one of the 4 spells by rolling a d4. That spell casts, and attempts to affect the chosen targets/area the best it can.
Air Cutter (Sp): As an attack action, you can make a ranged touch attack that does 1d12 + Charisma modifier electricity damage. At the end of any turn that a creature is hit by this ability, they must make a saving throw (DC 10 + 1/2 total HD + Charisma Modifier) or be staggered for 1 round. This is affected by Serene Grace.
Serene Grace: The duration is now increased to an extra 1d4 rounds.
Attract (Sp): Attract can now be used 3/day, and acts as either Dominate Person or Charm Monster. Togekiss can still treat creatures with the Pokemon subtype as Humanoid if they are the opposite gender of Togekiss. The save DC also changes to (10 + 1/2 HD + Charisma Modifier).
Empathy: Togekiss can intuitively tell the base desires of any creature. Togekiss now always treats Bluff, Sense Motive, and Diplomacy as class skills. This ability is retroactive, which may allow Togekiss to gain ranks in these skills if cross-class skill points were assigned to them. Togekiss can now also always take 10 on these skills, even if threatened.
Agility: Togekiss is extremely graceful, gaining a +4 dodge bonus to AC against attacks of opportunity, and a +2 racial bonus to Reflex saves. This racial counts as both Lightning Reflexes and Mobility, unless Togekiss has these feats already.
Pichu
http://cdn.bulbagarden.net/upload/archive/b/b9/20100724175644%21172Pichu.png
-4 Strength, +2 Dexterity
20ft land movement speed
Tiny: As a Tiny creature, a Pichu gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are one-half of those of a Medium character. A Tiny character does not normally threaten the spaces around him, and must usually provoke an attack of opportunity to enter a larger character's space in order to attack it with a melee weapon.
Thundershock (Sp): 3/day as a standard action, a Pichu can use Acid Splash, although it does Electricity and has the [Electric] subtype instead of the [Acid] subtype. If you use this ability more than once every 5 minutes, you take 1 damage that you can't reduce in any way.
Pichu gains Electricity Resistance 2.
Languages: Pikachu and Common
Bonus Languages: Any (except Druidic)
Favored Classes: Rogue, Factotum
Racial Paragon Class: Pikachu
Any Pichu can take Pikachu. However, a character needs 2 Hit Dice before they can take the second level of Pikachu and 4 Hit Dice before they can take the 3rd level of Pikachu.
Level
BAB
Fort
Ref
Will
Features
1st
+0
+0
+2
+0
Evolve to Pikachu, +2 Str, 30ft movement speed, Small Size, Safe Thundershock, 3/day Spark, Static, 1/day Quick Attack, Resist Electricity 5
2nd
+1
+0
+3
+0
Quick attack 2/day, Iron Tail 1 min, Resist electricity 10
3rd
+2
+1
+3
+1
Evolve to Raichu, Thundershock at-will, +2 Dex, 3/day Spark, 3/day Electro Ball, 3/day Quick Attack, Iron Tail 1 min/2 HD, 1/day Thunderbolt, Resist Electricity 20
Proficiencies: A Pikachu has no weapon proficiencies other than the natural weapon granted by Iron Tail. Pikachu gain no armor or shield proficiencies.
Skill Points: A Pikachu gains 4+int skill points per level. This is quadrupled if Pikachu was taken as your first character level.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Jump (Dex), Knowledge (local) (Int), Knowledge (Nature) (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Evolve to Pikachu: The Pichu becomes a Humanoid(Pikachu), and becomes Small Size with 30ft movement speed. The Pichu also gains +2 Strength, as noted in the table.
Safe Thundershock: Thundershock can never hurt Pikachu or Raichu.
Static: When Pikachu is attacked with a non-reach melee weapon, the creature attacking Pikachu takes 1 electricity damage (Reflex DC 10 + 1/2 HD + Dexterity Modifier negates). This improves to 1d6 damage at 3rd level (Reflex halves instead of negates).
Spark (Su): 3/day as a standard action Pikachu can call forth a burst of electricity surrounding him. This does 1d8 Electricity damage in a 5ft radius around him, increasing to 3d8 at 2nd and 5d8 at 3rd. A Reflex save (DC 10 + 1/2 HD + Dexterity Modifier) halves this damage.
Quick Attack (Ex): 1/day as a Swift action, Pikachu can make an attack with an unarmed strike, natural attack, or light weapon. The target is flat-footed against the attack. All damage done is halved, and you gain no benefit from your Strength bonus (although you are still penalized for a Strength penalty). You can do this 2/day at 2nd level, and 3/day at 3rd level.
Iron Tail: A Pikachu can as a Standard Action solidify his tail into a violent weapon. The tail is a natural attack that does 1d6 damage, and also gives a +4 racial bonus to Strength when it is used to attack, bull rush, or break an object. When attacking an object or creature with Hardness, ignore the hardness. This can be used up to 1 min (10 rounds) per day, split up as Pikachu wishes. At 3rd level, this increases to 1 minute per 2 HD that Raichu has.
Evolve to Raichu: The Pikachu becomes a Humanoid(Raichu), and gains +2 Dexterity, as noted in the table.
Electro Ball (Sp): 3/day, you can use Lesser orb of Electricity with a caster level equal to your total Hit Dice.
Thunderbolt (Sp): 1/day, you can use Lightning Bolt with a caster level equal to your total Hit Dice. The save DC is Dexterity based.
Some minor changes that I thought of:
Spark being based off of (pre-errata) Flameburst, not Lesser Orb of Electricity fitting it's contact + physical nature in the games.
Iron Tail got changed over to a racial bonus so it scales better than an enhancement bonus. Also made it more fluid.
Quick attack ended up being the Swift action attack.
I gave it psuedo-rogue Hit Dice, to make this class compare a bit more to taking levels in Bard/Rogue/Factotum
I also want to consider a option of +2 Dex and +10 ft movement speed instead of evolving to Raichu to play homage to Ash's Pikachu vs Surge's Raichu, but I'm not sure.
http://cdn.bulbagarden.net/upload/4/49/060Poliwag.png
Poliwag
Humanoid (Poliwag, Aquatic)
+2 Charisma, -2 Strength, -2 Dexterity
Small Size
20ft land and 15ft Swim movement speed
Amphibious (Ex): Poliwag can breathe both air and water.
Skills: A Poliwag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Hypnotic Spiral (Ex): A Poliwag can, as a full-round action that provokes attacks of opportunity, hypnotize 1 creature by twirling his spiral. The creature must make a Will Save (DC 10 + 1/2 level + Charisma Modifier) or be fascinated. While Poliwag spends full-round actions maintaining the hypnosis, the creature remains fascinated. This is a Gaze attack, although Poliwag does not need to be able to see to use this ability.
Practiced Hypnotist: Poliwag gains a +2 racial bonus to saving throws against all effects that cause fascination.
Favored Classes: Psion, Wizard
Languages: Poliwag and Common
Bonus Languages: Any (other than secret languages like Druidic)
LA: +0[/QUOTE]