Eighth_Seraph
2008-08-03, 09:25 PM
I was told once by a very wise man that everything that is now great was once weak. Insignificant. He told me that in order for a creature to understand what it means to be great, it must first be weak, so that it can see its weakness and its limits, and hunger for something more.
Then, he told me of a beast in the forest. He told me that right now, it is weak. Insignificant. But, if I were to train it, nourish it, and offer it a special gem, it could be a powerful asset, and a lifelong friend. It would become one of its elemental aspects. It would become Lightning, Fire, Water, Shadow, Mind, Leaf, or Ice.
http://tn3-2.deviantart.com/fs7/300W/i/2005/232/a/a/Realistic_Ivui_by_thrilling.jpg
Eevee
Size/Type: Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 14, touch 13, flat-footed 12 (+1 size, +2 dex, +1 natural)
Base Attack/Grapple: +1 / -2
Attack: Bite +4 (1d4+1)
Full Attack: Bite +4 (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: none
Special Qualities: Scent, Darkvision 60 ft., Transformation
Saves: Fort +3, Ref +4, Will 0
Abilities: Str 13, Dex 15, Con 12, Int 4, Wis 10, Cha 6
Skills:
Feats: Weapon Finesse, Track (b)
Enviroment: Temperate forest, savannah, seashore, volcanic, plains, rainforest
Organization: Litter (2-6 eevees and 1-4 jolteons, flareons, vaporeons, umbreons, espeons, leafeons, OR glaceons)
Challange Rating: 1/3
Alignment: Usually neutral
Advancement: 2-5 HD
Combat
Eevees are mere pups of the greater elemental aspects which they are destined to become, and are thus always jealously guarded by a pack of its relatives. In general, wild eevees are relatively helpless and stay out of the fighting, hiding behind the protective cover of its parents, or else hide in a corner. If its parents are captured or slain, eevees run for dear life, likely falling victim to predators or starvation in a short period of time.
Trip (Ex) - An eeve that hits with a bite attack can attempt to trip the opponent (-2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the eevee.
Transformation - An eevee is destined to be far greater than its current incarnation, and upon growing out of its infant stages, it may become an aspect of one of the planet's elements. Once an eevee advances to six hit dice, it may be exposed to a magical stone that will transform it into a jolteon, flareon, vaporeon, leafeon or glaceon, depending on the nature of the stone. Once transformed, an eevee becomes a creature of the appropriate type (with the same number of hit dice as it did directly before the transformation) and advances as that creature forevermore. If an eevee is exposed to any magical stone or condition that would cause it to transform, it may make a DC 10 Will save to resist the transformation, if it wishes. If an eevee has a master (see Friendship Link, below) that also does not wish it to transform, it gains a +5 on the Will save to resist. Once an eevee has resisted a transformation, it may not be forced to transform by that method again for 24 hours. Thus, an eevee may be exposed to a thunder stone, a fire stone, and a water stone each day in an attempt to force it to transform.
Friendship Link - If treated particularly well by any one creature, an eevee may choose to declare that creature its master, and the two develop an intimately close bond. The eevee will generally follow its master's command, as long as they are given in a spirit of love or companionship, and it will fight and willingly die for that master. An eevee may only have one master at a time, and it may only choose a new one if the master dies or rejects the eevee's friendship. Upon advancing to six hit dice, an eevee with an established friendship link will transform into either an umbreon or an espeon, depending on what time of day the eevee reaches that level (If the sun is up, an espeon, if not, an umbreon). While an eevee is intelligent enough to to desire one specific transformation, it will generally defer to its master if he wishes it to become something else.
*Eevees have a +4 racial bonus on Survival checks when tracking by scent.
Aspect of Lightning
We’ve had rumors of a strange beast ‘round these parts lately. A coupla travelers were scouting out th’ woods to the east and heard a wolf growlin'. Not threatenin’ ‘em or nothin’, but warnin’ ‘em not ta mess with its brood, y’know? Anyways, soon as the tracker’s dog smells the thing, it starts whinin’ like a puppy an’ backin’ away. The group figgers that it’s some kinda rabid wolf and draws their weapon ta put the thing down. They even managed ta get a few cuts on th’ thing, or so they say. Little beast had some sharp fur and cut up th’ tracker somethin’ fierce between its teeth and its fur. Strange thing wuz, though, that its fur was cracklin’ all over with lightnin’, and it singed all o’ the travelers up pretty bad, too.
Eventually, though, they managed to back the thing into a corner, an’ it was lookin’ pretty bad. Then, alluva sudden, it howls like a deranged wolf an’ blasts the whole forest with lightnin’. Knocked all of the travelers out cold. We found the travelers a few hours later after some o’ the townsfolk saw the smoke comin’ from the forest, and they explained everything. ‘Parently the thing likes to be out durin’ thunderstorms, an’ it roams the forest. If ya see it, just give it a wide berth an’ don’t mess with its brood, and ye’ll be fine.
http://i538.photobucket.com/albums/ff343/EighthSeraph/No%20longer%20useful/jolteon_by_kankakanka-2-1.jpg
Jolteon
Size/Type: Medium Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +3
Speed: 60 ft.
Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
Base Attack/Grapple: +6/+7
Attack: Bite +9 melee (1d6 + 1d4 electricity + 2) OR Thunderbolt +9 ranged (3d6 electricity)
Full Attack: Bite +9/+4 melee (1d6 + 1d4 electricity +2) and spines +4 melee (1d4 + 1d4 electricity) OR Thunderbolt +10/+5 ranged (6d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightning Field, Thunderbolt, Spines
Special Qualities: Volt Shield, Charged, Darkvision 60 ft., low-light vision, immunity to electricity, scent, unnatural presence
Saves: Fort +8, Ref +10, Will +3
Abilities: Str 14, Dex 17, Con 16, Int 5, Wis 13, Cha 7
Skills: Hide +9*, Jump +14, Listen +7, Move Silently +8, Spot +3, Survival +3*
Feats: Empower Ability (Thunder Field), Lightning Reflexes (b), Run (b), Fleet of Foot (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fleet_of_Foot,all) (b), Track(b), Weapon Finesse, Weapon Focus (Thunderbolt)
Environment: Temperate forest, savannah
Organization: Solitary, Pair, or Pack (2-4 jolteon and 4 – 7 eevees)
Challenge Rating: 7
Alignment: Usually neutral
Advancement: 7-10 HD (medium), 11-15 HD (large)
Level Adjustment: +2 (cohort)
Combat
Jolteon are generally gentle creatures that avoid combat if at all possible. However, if its pack or its brood are in danger, a pack of jolteon will work together to eliminate the threat, effectively using wolf pack tactics to flank and gang up on opponents. The default strategy for a pack of jolteon is to have one or two jolteon in melee in order to trip as many opponents as possible while the rest blast away with Thunderbolt. If one jolteon is badly injured during a fight, the whole pack retreats in order to heal it by using its volt shield ability, only returning to attack the prey if in dire need of food.
If a jolteon comes across a potential threat while hunting, or if an unknown creature approaches its brood, it activates its volt shield and growls as a warning, readying an action to attack with thunderbolt at the first sign of aggression. If the creature shows no sign of aggression in two rounds, the jolteon cautiously moves away and resumes its hunt.
Possessing a rudimentary intelligence, jolteon can communicate with each other in a barking language much like that of wolves, and can understand the body language and meaning of such animals. Despite this, jolteon are generally content to live like normal animals in their favored environments, though many races have seen the value of domesticating jolteon as guard and attack beasts, and occasionally as valuable mounts for small-sized humanoids.
Spines (Ex) – The spines on a jolteon’s back extend into vicious points, and anyone striking it with a natural weapon or light melee weapon takes 1d4 piercing damage.
Charged (Ex) – A jolteon’s body bristles with electric power, and it deals an additional 1d4 electric damage to all melee attacks. Also, anyone touching or striking a jolteon with a natural weapon, unarmed strike or metal weapon in melee takes 1d4 electric damage. A jolteon may cancel or resume this ability as a free action. Further, a jolteon is immune to electrical damage and is instead healed half of any electrical damage it would have taken
Volt Shield (Ex) – A jolteon may raise its electric defenses to peak efficiency as a swift action for a number of turns per day equal to its Constitution score. As long as volt shield is active, all of jolteon’s electric attacks gain a damage bonus equal to its hit dice. Further, jolteon heals is immune to electrical damage and is instead healed the same amount of damage it would have taken, instead of half, as normal. Further, a jolteon’s spines fully bristle while using bolt shield, granting it a +4 to natural armor. It is a free action to maintain a volt shield.
Thunderbolt (Ex) – A jolteon may release a violent blast of electricity from the spines on its back, directing a bolt of electricity at one opponent within 30 ft. as an attack action. This is a ranged touch attack dealing 1d6 electricity damage per two hit dice of the jolteon. Also, because a thunderbolt tends to hug the earth below it, a jolteon does not take the normal -4 to attack against prone enemies. The range of a thunderbolt increases by 5 ft. per hit die of the jolteon, so a 6HD jolteon has a range of 60 ft.
Lightning Field (Ex) – As a full-round action, a jolteon may release all of the electrical energy stored up in its body at once, utterly devastating their immediate area with lightning. A jolteon deals 2d6 electricity damage per hit die of the jolteon to everyone within a 30 ft. radius of it, with a DC 16 Reflex save for half damage. Using this ability leaves a jolteon fatigued. A jolteon cannot use any of its electrical abilities and loses the effects of its charged ability until the fatigued condition is removed, either by magical means or mundane rest. If a jolteon is already fatigued from some other effect, it may still use this ability, but is rendered exhausted instead. An exhausted jolteon may not use its lightning field ability. The DC for the Reflex save is Constitution-based.
Trip (Ex) - A jolteon that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the jolteon.
Unnatural Presence (Ex) – Because a jolteon has a distinct smell of ash combined with its natural scent, it is unsettling to creatures that distinguish beings by scent. Any creature with an intelligence of 3 or lower with the Scent ability will not willingly come within 10 ft. of a jolteon, though it may be forced into doing so with a DC 15 Handle Animal check.
Advancement
As a jolteon becomes older and more experienced, it also learns new ways to apply its natural speed and electrical prowess. A jolteon learns one of the following abilities each time it earns an even-numbered hit die (8 HD, 10 HD, etc.). Each jolteon may choose whichever abilities it wishes.
Each time that a jolteon gains a new ability, its Challenge Rating increases by 1.
Double Team - In an impressive demonstration of alacrity, a jolteon can appear to be in two places at the same time. A jolteon may project two places no more than 15 feet apart where it appears to be at any give time as a move action, and the area between the two locations must be clear. While using this ability, all attacks against the jolteon in either location suffer a 50% miss chance. A jolteon is considered to be in both locations for the purposes of flanking, but it cannot flank an opponent by having its projections be on either side, and both projections may move at the jolteon's normal speed. A jolteon can choose to end this ability as an immediate action, at which point it settles in one of the previous locations of its choice. If something were to block the path between the jolteon's two locations such as a boulder or anything requiring a jump check higher than the jolteon's Jump modifier blocks this ability immediately, with the jolteon settling randomly in one of its two locations. Most living creatures do not block this ability, with the exception of gelatinous cubes or other creatures that occupy an entire cube of space. This ability can be used for a number of rounds equal to the jolteon's Constitution score each day.
Extreme Speed - A jolteon learns to accelerate its reaction time and bolster its natural speed using the electrical forces within it. A jolteon gains the Improved Initiative feat and may act as if it had a Haste spell cast upon it for a number of rounds equal to its Constitution score each day.
Flash - By allowing two charges of opposite poles to come violently together throughout its body, a jolteon may emit a blinding flash of light as an effective diversion. As a move action, a jolteon creates a burst of light in a 30 ft. radius around itself. Anyone within that radius must make a fortitude save (10 + 1/2 jolteon's hit dice + Con modifier) or be blinded for 1d4-1 rounds (minimum 1 round). A jolteon may maintain this technique as a swift action each round in order to provide bright illumination in a 60 ft. radius around it, and shadowy illumination for 60 feet beyond that. While maintaining the ability, Flash does not cause blindness.
Light Screen - The electricity crackling around the jolteon grows fiercer, protecting it from special attacks. Whenever a jolteon uses its volt shield ability, it also gains Energy Resistance 10 against Fire, Cold and Sonic damage, as well as Damage Reduction 5/Adamantine.
Pin Missile - A jolteon learns to apply the rigid spikes on its back in order to defend itself against opponents resistant to its electrical attacks. As a standard action, a jolteon can launch a number of spines equal to half its hit dice in a 60 ft. cone. Each spine deals 2d4 piercing damage, with a Reflex save for half. A jolteon chooses how it distributes these spines within the cone. A jolteon may use this ability a number of times per day equal to its Constitution modifier.
Quick Attack - With quick bursts of speed, a jolteon travels faster than the eye can follow, moving instantaneously from place to place. As a move action, a jolteon can teleport up to 30 feet, so long as he has a line of effect to the area. If the path is blocked by an unseen obstacle or the space is occupied by a creature, the jolteon appears as far as it can in the direction it chose and provokes attacks of opportunity. By taking a standard action, a jolteon may perform a single bit attack against an adjacent enemy at the end of this movement. This ability does not provoke attacks of opportunity, except when noted above.
Thunder - A jolteon may concentrate its electrical energy in order give itself or something close to it a strong positive charge which attracts lightning from above. As a standard action, a jolteon may call down lightning from the clouds, dealing 1d6 damage per hit die of the jolteon to one creature anywhere in a 60 ft. radius of itself. If a jolteon targets itself with this ability it takes the damage (and applying its Charged ability to heal itself with it), but releases an electrical backlash which deals the above damage in a 5-foot radius around itself. This ability can only be used outdoors, and only if there is some measure of cloud cover.
Thunder Fang - By focusing its electricity into its teeth and preparing to discharge it into an enemy, a jolteon can greatly increase the damage dealt by its bite. Before making a bite attack, a jolteon may take a swift action to make the attack a thunder fang, allowing it to deal 1d6 electricity damage per 2 of its HD. Also, the target of a thunder fang must make a Fortitude save (10 + 1/2 HD + Con modifier) or be dazed for one round.
Thunder Wave - By forcing its own electrical energy into an opponent, a jolteon can overload the creature's senses and prevent it from acting. As a standard action, a jolteon may launch a Thunder Wave at any opponent within 60 ft. as a ranged touch attack. If the attack succeeds, the target takes 1d6 damage per hit die of the jolteon, and it must make a Fortitude save (12 + 1/2 jolteon's hit dice + Con modifier) or be stunned for 1d4-1 rounds (minimum 1 round). The DC for this ability increases by 2 when Volt Shield is active.
Volt Tackle - Allowing electricity to arch and whip out from its spines, a jolteon may make itself particularly dangerous to approach. Whenever a jolteon uses its volt shield ability, it deals 1d6 electricity damage per two hit dice to every creature that passes within 5 feet of it, with a Reflex save (10 + 1/2 HD + Con modifier) for half damage. A jolteon may not damage any creature more than once per round with this ability.
*Jolteon have a +4 racial bonus to Hide, Move Silently, and Listen checks, and they gain +4 racial bonus on Survival checks when tracking by scent. The bonus to Hide increases to +8 in tall grass or heavy undergrowth.
A druid of 10th level or higher may gain a Jolteon as an animal companion, assuming that it has gained the ability to have magical beasts as an animal companion, whether through the Totem Companion (http://realmshelps.dandello.net/cgi-bin/feats.pl?Totem_Companion,all)feat, or some other means.
Aspect of Fire
http://fc08.deviantart.com/fs21/f/2007/234/8/f/flareon_by_kankakanka.jpg
Flareon
Size/Type: Medium Magical Beast (Fire)
Hit Dice: 6d10+12 (45 hp)
Initiative: +3
Speed: 50 ft.
Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
Base Attack/Grapple: +6/+8
Attack: Bite +10 melee (1d6 + 1d4 fire + 4) / Ember +9 ranged (3d6 fire)
Full Attack: +8/+3
Space/Reach: 5 ft./5 ft.
Special Attacks: Ember
Special Qualities: Immunity to Fire, Cold vulnerability, Darkvision 60 ft., Unnatural presence
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 18, Dex 16, Con 14, Int 6, Wis 13, Cha 7
Skills: Hide +9*, Jump +13, Listen +7, Move Silently +8, Spot +3, Survival +3*
Feats: Empower Ability (Ember), Fire Feet (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fire_Feet,all) (b), Iron Will (b), Power Attack, Searing Flames (b), Track (b), Weapon Focus (Ember)
Enviroment: Volcanic
Organization: Solitary, Pair, or Pack (2-4 flareon and 4 – 7 eevees)
Challange Rating: 7
Alignment: Usually neutral
Advancement: 7-10 HD (medium), 11-15 HD (large)
Level Adjustment: +2 (Cohort)
Combat
Flareon are generally more aggressive than their elemental counterparts, though still preferring peaceful coexistence to territorial squabbles with any fellow predators. However, flareon packs do not take the same approach to defending their brood that their more peaceful brethren do. If an unknown creature approaches a flareon while hunting or drawn near to its brood, all nearby flareon fire a warning shot, unleashing an ember attack at the creature's feet. If the creature does not immediately begin to back off, one or two flareon will activate their flame barriers and enter melee, hoping to trip any opposition while healing each other with the heat from their flame barriers. Meanwhile, any other members of the pack will fire from afar with repeated ember attacks.
Flareon are powerful creatures that are difficult to control, and have caused many a would-be poacher severe burns. In their native volcanic habitat, flareon take devious advantage of terrain and lava flows, standing knee-deep in lava flows to use their flash fire ability to powerful extent. On the rare occasion that a flareon is captured and the rarer occasion that it is broken into a guard beast, it is often trained to be a lethal attack beast, though rarely a mount, as even the largest of flareon do not work well under the restriction of a rider.
Smoldering (Ex) - The downy fur of a flareon's mane houses much of the volcanic heat that emanates from the creature's body, and adds 1d4 fire damage to all melee attacks. Also, anyone touching or striking a flareon with a natural weapon, unarmed strike or light melee weapon takes 1d4 fire damage. A flareon may cancel or resume this ability as a free action. Further, a flareon is immune to fire damage and is instead healed half of any fire damage it would have taken
Flame Barrier (Ex) - A flareon may create an intense burst of raging flames around it as a swift action, immolating everything foolish enough to get too close for a number of rounds per day equal to its Constitution score. While Flame Barrier is active, everything within 5 ft. of a flareon takes 1d6 fire damage per four hit dice of of the flareon (rounded down) per turn. In addition, the flareon's fiery metabolism reaches peak effeciency, and it is healed the full amount of fire damage it would otherwise take, and all of the flareon's fire attack gain a bonus to damage equal to its hit dice. Also, the shimmering waves of heat grant the flareon a +4 deflection bonus to AC. It is a free action to maintain flame barrier.
Flash Fire (Ex) - A flareon metabolizes raw heat as a way to fuel its own combustive abilities. Whenever a flareon is hit with 10 or more fire damage in a single turn (before applying fire immunity), the next fire-based attack that it executes is automatically empowered.
Ember (Ex) - A flareon may let loose a glowing tongue of flame from within its mane as an attack action. This is a ranged touch attack that deals 1d6 fire damage per two hit dice of the flareon with a range of 30 ft. + 5 ft. per two HD. For example, a 6HD flareon has a range of 45 ft.
Burning Plume (Ex) - As a full-round action, a flareon may release all of its volcanic energy in a violent burst, immolating its immediate area with a storm of fire. A flareon deals 2d6 fire damage per hit die of to everyone within a 30 ft. radius of it, with a DC 16 Reflex save for half damage. Using this ability leaves a flareon fatigued. A flareon cannot use any of its fire-based abilities and loses the effects of its smoldering ability until the fatigued condition is removed, either by magical means or mundane rest. If a flareon is already fatigued from some other effect, it may still use this ability, but is rendered exhausted instead. An exhausted flareon may not use its burning plume ability. The DC for the Reflex save is Constitution-based.
Unnatural Presence (Ex) – Because a jolteon has a distinct smell of ash combined with its natural scent, it is unsettling to creatures that distinguish beings by scent. Any creature with an intelligence of 3 or lower with the Scent ability will not willingly come within 10 ft. of a jolteon, though it may be forced into doing so with a DC 15 Handle Animal check.
Advancement
As a flareon becomes older and more experienced, it also learns new ways to apply its natural strength and fiery power. A flareon learns one of the following abilities each time it earns an even-numbered hit die (8 HD, 10 HD, etc.). Each flareon may choose whichever abilities it wishes.
Each time that a flareon gains a new ability, its Challenge Rating increases by 1. Fire Blast - When spewing its inner flame, a flareon may explode outwards, making the attack more forceful. A number of times per day equal to twice its Constitution modifier, a flareon may initiate a bull rush through its fire-based abilities. Use the flareon's Constitution score in place of its Strength score for this check, and the flareon targets every creature that successfully takes fire damage, and it may not move with the target of this ability. The use of this ability is declared before making the attack, so the attempt is wasted if the attack misses.
Fire Fang - By bringing flames into its mouth and preparing to blast it into an enemy, a flareon can greatly increase the damage dealt by its bite. Before making a bite attack, a flareon may take a swift action to make the attack a fire fang, allowing it to deal 1d6 fire damage per 2 of its HD. Also, the target of a thunder fang must make a Fortitude save (10 + 1/2 HD + Con modifier) or take a -2 penalty on attack rolls and all Dexterity and Strength-based skill checks for 1d4 rounds due to the intense burns.
Fire Spin - Fully releasing its fiery potential in an explosion of heat. Whenever a flareon activates its flame barrier ability, it releases a sphere of flame in a 10-foot radius around itself, dealing 1d6 fire damage per two HD, with a Reflex save for half damage (DC = 10 + 1/2 HD + Con modifier). After the initial explosion, the sphere's radius is reduced to 5 feet, and any creature that enters this radius is subject to the fire damage, with a Reflex save for half damage.
Flamethrower - By breathing in deep and gathering its inner flames, a flareon gains a powerful breath attack. This attack is a line of fire with a range of 30 ft. + 5 per 2 HD and deals 1d6 fire damage per two hit dice of the flareon, with a Reflex save for half. The save DC is equal to (10 +1/2 HD + Con modifier).
Flash - By lighting a white-hot flame within its mane and tail, a flareon may emit a blinding flash of light as an effective diversion. As a move action, a flareon creates a burst of light in a 30 ft. radius around itself. Anyone within that radius must make a fortitude save (10 + 1/2 jolteon's hit dice + Con modifier) or be blinded for 1d4-1 rounds (minimum 1 round). A flareon may maintain this technique as a swift action each round in order to provide bright illumination in a 60 ft. radius around it, and shadowy illumination for 60 feet beyond that. While maintaining the ability, Flash does not cause blindness.
Light Screen - The waves of heat around the flareon grow wilder, protecting it from special attacks. Whenever a flareon uses its flame barrier ability, it also gains Energy Resistance 10 against Electricity, Cold and Sonic damage, as well as Damage Reduction 5/Adamantine.
*Flareon have a +4 racial bonus to Hide, Move Silently, and Listen checks, and they gain +4 racial bonus on Survival checks when tracking by scent.
Aspect of Water (Not even actually begun)
http://tn3-1.deviantart.com/fs18/300W/f/2007/185/2/7/Just_Below_the_Surface_by_D34tHn0Te.jpg
Vaporeon
Size/Type: Medium Magical Beast (Aquatic)
Hit Dice: 6d10+18 (51 hp)
Initiative: +3
Speed: 40 ft. (8 squares); Swim 40 ft. (8 squares)
Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
Base Attack/Grapple: +6/+7
Attack: Bite +7 melee / ?? +9 ranged
Full Attack: +7/+2
Space/Reach: 5 ft./5 ft.
Special Attacks: ??
Special Qualities: Darkvision 60 ft., Amphibious
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 13, Dex 16, Con 17, Int 6, Wis 12, Cha 7
Skills: 9 skill points with a max rank of 9 (or 1 maxed skills)
Feats: Track (b), Weapon Finesse
Enviroment: Shallow ocean
Organization: Solitary, Pair, or Pack (2-4 flareon and 4 – 7 eevees)
Challenge Rating: 7
Alignment: Usually netural
Advancement: 7-10 HD (medium), 11-15 HD (large)
Level Adjustment: +2 (Cohort)
New Monster Feats
Bonus ability
You focus on the the extraordinary potential contained in your magical nature, broadening your ability to tap into your elemental power.
Prerequisites: Monster ability list controlled by hit dice
Benefit: You gain one additional ability from your racial advancement list. Taking this feat does not increase your Challenge Rating, as normal for gaining a new ability.
Special: You may take this feat multiple times. Each time, you gain a new racial ability.
Empower Ability [General]
Prerequisites: At least one damage-dealing extraordinary, special, or supernatural ability; 6 or more hit dice
Benefit: Choose one of the creature’s special abilities, subject to the restrictions below. The creature can empower that ability up to three times per day (or less, if the ability cannot be used that often).
When a creature uses an empowered ability, all variable, numeric effects of the ability are increased by one half. Saving throws and opposed rolls are not affected. Abilities without random variables are not affected.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.
Searing Flames [General]
Prerequisites: At least one extraordinary, special, or supernatural ability that deals fire damage
Benefit: You may invest your fiery abilities with scathing heat, allowing your fire-based attack to bypass a number of points of Fire Resistance equal to twice your hit dice. You may also count Fire Immunity as Fire Resistance 30 before applying this ability. Creatures with the [Cold] descriptor now take double damage from your fire-based attacks from.
So how does it look? Yes, yes, pokémon is dead fainted, I know, but Jolteon is my all-time favoritest pocket monster, and it would make such an awesome animal companion that it was totally worth it to make. Any suggestions/commentary/criticism?
Then, he told me of a beast in the forest. He told me that right now, it is weak. Insignificant. But, if I were to train it, nourish it, and offer it a special gem, it could be a powerful asset, and a lifelong friend. It would become one of its elemental aspects. It would become Lightning, Fire, Water, Shadow, Mind, Leaf, or Ice.
http://tn3-2.deviantart.com/fs7/300W/i/2005/232/a/a/Realistic_Ivui_by_thrilling.jpg
Eevee
Size/Type: Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 14, touch 13, flat-footed 12 (+1 size, +2 dex, +1 natural)
Base Attack/Grapple: +1 / -2
Attack: Bite +4 (1d4+1)
Full Attack: Bite +4 (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: none
Special Qualities: Scent, Darkvision 60 ft., Transformation
Saves: Fort +3, Ref +4, Will 0
Abilities: Str 13, Dex 15, Con 12, Int 4, Wis 10, Cha 6
Skills:
Feats: Weapon Finesse, Track (b)
Enviroment: Temperate forest, savannah, seashore, volcanic, plains, rainforest
Organization: Litter (2-6 eevees and 1-4 jolteons, flareons, vaporeons, umbreons, espeons, leafeons, OR glaceons)
Challange Rating: 1/3
Alignment: Usually neutral
Advancement: 2-5 HD
Combat
Eevees are mere pups of the greater elemental aspects which they are destined to become, and are thus always jealously guarded by a pack of its relatives. In general, wild eevees are relatively helpless and stay out of the fighting, hiding behind the protective cover of its parents, or else hide in a corner. If its parents are captured or slain, eevees run for dear life, likely falling victim to predators or starvation in a short period of time.
Trip (Ex) - An eeve that hits with a bite attack can attempt to trip the opponent (-2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the eevee.
Transformation - An eevee is destined to be far greater than its current incarnation, and upon growing out of its infant stages, it may become an aspect of one of the planet's elements. Once an eevee advances to six hit dice, it may be exposed to a magical stone that will transform it into a jolteon, flareon, vaporeon, leafeon or glaceon, depending on the nature of the stone. Once transformed, an eevee becomes a creature of the appropriate type (with the same number of hit dice as it did directly before the transformation) and advances as that creature forevermore. If an eevee is exposed to any magical stone or condition that would cause it to transform, it may make a DC 10 Will save to resist the transformation, if it wishes. If an eevee has a master (see Friendship Link, below) that also does not wish it to transform, it gains a +5 on the Will save to resist. Once an eevee has resisted a transformation, it may not be forced to transform by that method again for 24 hours. Thus, an eevee may be exposed to a thunder stone, a fire stone, and a water stone each day in an attempt to force it to transform.
Friendship Link - If treated particularly well by any one creature, an eevee may choose to declare that creature its master, and the two develop an intimately close bond. The eevee will generally follow its master's command, as long as they are given in a spirit of love or companionship, and it will fight and willingly die for that master. An eevee may only have one master at a time, and it may only choose a new one if the master dies or rejects the eevee's friendship. Upon advancing to six hit dice, an eevee with an established friendship link will transform into either an umbreon or an espeon, depending on what time of day the eevee reaches that level (If the sun is up, an espeon, if not, an umbreon). While an eevee is intelligent enough to to desire one specific transformation, it will generally defer to its master if he wishes it to become something else.
*Eevees have a +4 racial bonus on Survival checks when tracking by scent.
Aspect of Lightning
We’ve had rumors of a strange beast ‘round these parts lately. A coupla travelers were scouting out th’ woods to the east and heard a wolf growlin'. Not threatenin’ ‘em or nothin’, but warnin’ ‘em not ta mess with its brood, y’know? Anyways, soon as the tracker’s dog smells the thing, it starts whinin’ like a puppy an’ backin’ away. The group figgers that it’s some kinda rabid wolf and draws their weapon ta put the thing down. They even managed ta get a few cuts on th’ thing, or so they say. Little beast had some sharp fur and cut up th’ tracker somethin’ fierce between its teeth and its fur. Strange thing wuz, though, that its fur was cracklin’ all over with lightnin’, and it singed all o’ the travelers up pretty bad, too.
Eventually, though, they managed to back the thing into a corner, an’ it was lookin’ pretty bad. Then, alluva sudden, it howls like a deranged wolf an’ blasts the whole forest with lightnin’. Knocked all of the travelers out cold. We found the travelers a few hours later after some o’ the townsfolk saw the smoke comin’ from the forest, and they explained everything. ‘Parently the thing likes to be out durin’ thunderstorms, an’ it roams the forest. If ya see it, just give it a wide berth an’ don’t mess with its brood, and ye’ll be fine.
http://i538.photobucket.com/albums/ff343/EighthSeraph/No%20longer%20useful/jolteon_by_kankakanka-2-1.jpg
Jolteon
Size/Type: Medium Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +3
Speed: 60 ft.
Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
Base Attack/Grapple: +6/+7
Attack: Bite +9 melee (1d6 + 1d4 electricity + 2) OR Thunderbolt +9 ranged (3d6 electricity)
Full Attack: Bite +9/+4 melee (1d6 + 1d4 electricity +2) and spines +4 melee (1d4 + 1d4 electricity) OR Thunderbolt +10/+5 ranged (6d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightning Field, Thunderbolt, Spines
Special Qualities: Volt Shield, Charged, Darkvision 60 ft., low-light vision, immunity to electricity, scent, unnatural presence
Saves: Fort +8, Ref +10, Will +3
Abilities: Str 14, Dex 17, Con 16, Int 5, Wis 13, Cha 7
Skills: Hide +9*, Jump +14, Listen +7, Move Silently +8, Spot +3, Survival +3*
Feats: Empower Ability (Thunder Field), Lightning Reflexes (b), Run (b), Fleet of Foot (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fleet_of_Foot,all) (b), Track(b), Weapon Finesse, Weapon Focus (Thunderbolt)
Environment: Temperate forest, savannah
Organization: Solitary, Pair, or Pack (2-4 jolteon and 4 – 7 eevees)
Challenge Rating: 7
Alignment: Usually neutral
Advancement: 7-10 HD (medium), 11-15 HD (large)
Level Adjustment: +2 (cohort)
Combat
Jolteon are generally gentle creatures that avoid combat if at all possible. However, if its pack or its brood are in danger, a pack of jolteon will work together to eliminate the threat, effectively using wolf pack tactics to flank and gang up on opponents. The default strategy for a pack of jolteon is to have one or two jolteon in melee in order to trip as many opponents as possible while the rest blast away with Thunderbolt. If one jolteon is badly injured during a fight, the whole pack retreats in order to heal it by using its volt shield ability, only returning to attack the prey if in dire need of food.
If a jolteon comes across a potential threat while hunting, or if an unknown creature approaches its brood, it activates its volt shield and growls as a warning, readying an action to attack with thunderbolt at the first sign of aggression. If the creature shows no sign of aggression in two rounds, the jolteon cautiously moves away and resumes its hunt.
Possessing a rudimentary intelligence, jolteon can communicate with each other in a barking language much like that of wolves, and can understand the body language and meaning of such animals. Despite this, jolteon are generally content to live like normal animals in their favored environments, though many races have seen the value of domesticating jolteon as guard and attack beasts, and occasionally as valuable mounts for small-sized humanoids.
Spines (Ex) – The spines on a jolteon’s back extend into vicious points, and anyone striking it with a natural weapon or light melee weapon takes 1d4 piercing damage.
Charged (Ex) – A jolteon’s body bristles with electric power, and it deals an additional 1d4 electric damage to all melee attacks. Also, anyone touching or striking a jolteon with a natural weapon, unarmed strike or metal weapon in melee takes 1d4 electric damage. A jolteon may cancel or resume this ability as a free action. Further, a jolteon is immune to electrical damage and is instead healed half of any electrical damage it would have taken
Volt Shield (Ex) – A jolteon may raise its electric defenses to peak efficiency as a swift action for a number of turns per day equal to its Constitution score. As long as volt shield is active, all of jolteon’s electric attacks gain a damage bonus equal to its hit dice. Further, jolteon heals is immune to electrical damage and is instead healed the same amount of damage it would have taken, instead of half, as normal. Further, a jolteon’s spines fully bristle while using bolt shield, granting it a +4 to natural armor. It is a free action to maintain a volt shield.
Thunderbolt (Ex) – A jolteon may release a violent blast of electricity from the spines on its back, directing a bolt of electricity at one opponent within 30 ft. as an attack action. This is a ranged touch attack dealing 1d6 electricity damage per two hit dice of the jolteon. Also, because a thunderbolt tends to hug the earth below it, a jolteon does not take the normal -4 to attack against prone enemies. The range of a thunderbolt increases by 5 ft. per hit die of the jolteon, so a 6HD jolteon has a range of 60 ft.
Lightning Field (Ex) – As a full-round action, a jolteon may release all of the electrical energy stored up in its body at once, utterly devastating their immediate area with lightning. A jolteon deals 2d6 electricity damage per hit die of the jolteon to everyone within a 30 ft. radius of it, with a DC 16 Reflex save for half damage. Using this ability leaves a jolteon fatigued. A jolteon cannot use any of its electrical abilities and loses the effects of its charged ability until the fatigued condition is removed, either by magical means or mundane rest. If a jolteon is already fatigued from some other effect, it may still use this ability, but is rendered exhausted instead. An exhausted jolteon may not use its lightning field ability. The DC for the Reflex save is Constitution-based.
Trip (Ex) - A jolteon that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the jolteon.
Unnatural Presence (Ex) – Because a jolteon has a distinct smell of ash combined with its natural scent, it is unsettling to creatures that distinguish beings by scent. Any creature with an intelligence of 3 or lower with the Scent ability will not willingly come within 10 ft. of a jolteon, though it may be forced into doing so with a DC 15 Handle Animal check.
Advancement
As a jolteon becomes older and more experienced, it also learns new ways to apply its natural speed and electrical prowess. A jolteon learns one of the following abilities each time it earns an even-numbered hit die (8 HD, 10 HD, etc.). Each jolteon may choose whichever abilities it wishes.
Each time that a jolteon gains a new ability, its Challenge Rating increases by 1.
Double Team - In an impressive demonstration of alacrity, a jolteon can appear to be in two places at the same time. A jolteon may project two places no more than 15 feet apart where it appears to be at any give time as a move action, and the area between the two locations must be clear. While using this ability, all attacks against the jolteon in either location suffer a 50% miss chance. A jolteon is considered to be in both locations for the purposes of flanking, but it cannot flank an opponent by having its projections be on either side, and both projections may move at the jolteon's normal speed. A jolteon can choose to end this ability as an immediate action, at which point it settles in one of the previous locations of its choice. If something were to block the path between the jolteon's two locations such as a boulder or anything requiring a jump check higher than the jolteon's Jump modifier blocks this ability immediately, with the jolteon settling randomly in one of its two locations. Most living creatures do not block this ability, with the exception of gelatinous cubes or other creatures that occupy an entire cube of space. This ability can be used for a number of rounds equal to the jolteon's Constitution score each day.
Extreme Speed - A jolteon learns to accelerate its reaction time and bolster its natural speed using the electrical forces within it. A jolteon gains the Improved Initiative feat and may act as if it had a Haste spell cast upon it for a number of rounds equal to its Constitution score each day.
Flash - By allowing two charges of opposite poles to come violently together throughout its body, a jolteon may emit a blinding flash of light as an effective diversion. As a move action, a jolteon creates a burst of light in a 30 ft. radius around itself. Anyone within that radius must make a fortitude save (10 + 1/2 jolteon's hit dice + Con modifier) or be blinded for 1d4-1 rounds (minimum 1 round). A jolteon may maintain this technique as a swift action each round in order to provide bright illumination in a 60 ft. radius around it, and shadowy illumination for 60 feet beyond that. While maintaining the ability, Flash does not cause blindness.
Light Screen - The electricity crackling around the jolteon grows fiercer, protecting it from special attacks. Whenever a jolteon uses its volt shield ability, it also gains Energy Resistance 10 against Fire, Cold and Sonic damage, as well as Damage Reduction 5/Adamantine.
Pin Missile - A jolteon learns to apply the rigid spikes on its back in order to defend itself against opponents resistant to its electrical attacks. As a standard action, a jolteon can launch a number of spines equal to half its hit dice in a 60 ft. cone. Each spine deals 2d4 piercing damage, with a Reflex save for half. A jolteon chooses how it distributes these spines within the cone. A jolteon may use this ability a number of times per day equal to its Constitution modifier.
Quick Attack - With quick bursts of speed, a jolteon travels faster than the eye can follow, moving instantaneously from place to place. As a move action, a jolteon can teleport up to 30 feet, so long as he has a line of effect to the area. If the path is blocked by an unseen obstacle or the space is occupied by a creature, the jolteon appears as far as it can in the direction it chose and provokes attacks of opportunity. By taking a standard action, a jolteon may perform a single bit attack against an adjacent enemy at the end of this movement. This ability does not provoke attacks of opportunity, except when noted above.
Thunder - A jolteon may concentrate its electrical energy in order give itself or something close to it a strong positive charge which attracts lightning from above. As a standard action, a jolteon may call down lightning from the clouds, dealing 1d6 damage per hit die of the jolteon to one creature anywhere in a 60 ft. radius of itself. If a jolteon targets itself with this ability it takes the damage (and applying its Charged ability to heal itself with it), but releases an electrical backlash which deals the above damage in a 5-foot radius around itself. This ability can only be used outdoors, and only if there is some measure of cloud cover.
Thunder Fang - By focusing its electricity into its teeth and preparing to discharge it into an enemy, a jolteon can greatly increase the damage dealt by its bite. Before making a bite attack, a jolteon may take a swift action to make the attack a thunder fang, allowing it to deal 1d6 electricity damage per 2 of its HD. Also, the target of a thunder fang must make a Fortitude save (10 + 1/2 HD + Con modifier) or be dazed for one round.
Thunder Wave - By forcing its own electrical energy into an opponent, a jolteon can overload the creature's senses and prevent it from acting. As a standard action, a jolteon may launch a Thunder Wave at any opponent within 60 ft. as a ranged touch attack. If the attack succeeds, the target takes 1d6 damage per hit die of the jolteon, and it must make a Fortitude save (12 + 1/2 jolteon's hit dice + Con modifier) or be stunned for 1d4-1 rounds (minimum 1 round). The DC for this ability increases by 2 when Volt Shield is active.
Volt Tackle - Allowing electricity to arch and whip out from its spines, a jolteon may make itself particularly dangerous to approach. Whenever a jolteon uses its volt shield ability, it deals 1d6 electricity damage per two hit dice to every creature that passes within 5 feet of it, with a Reflex save (10 + 1/2 HD + Con modifier) for half damage. A jolteon may not damage any creature more than once per round with this ability.
*Jolteon have a +4 racial bonus to Hide, Move Silently, and Listen checks, and they gain +4 racial bonus on Survival checks when tracking by scent. The bonus to Hide increases to +8 in tall grass or heavy undergrowth.
A druid of 10th level or higher may gain a Jolteon as an animal companion, assuming that it has gained the ability to have magical beasts as an animal companion, whether through the Totem Companion (http://realmshelps.dandello.net/cgi-bin/feats.pl?Totem_Companion,all)feat, or some other means.
Aspect of Fire
http://fc08.deviantart.com/fs21/f/2007/234/8/f/flareon_by_kankakanka.jpg
Flareon
Size/Type: Medium Magical Beast (Fire)
Hit Dice: 6d10+12 (45 hp)
Initiative: +3
Speed: 50 ft.
Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
Base Attack/Grapple: +6/+8
Attack: Bite +10 melee (1d6 + 1d4 fire + 4) / Ember +9 ranged (3d6 fire)
Full Attack: +8/+3
Space/Reach: 5 ft./5 ft.
Special Attacks: Ember
Special Qualities: Immunity to Fire, Cold vulnerability, Darkvision 60 ft., Unnatural presence
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 18, Dex 16, Con 14, Int 6, Wis 13, Cha 7
Skills: Hide +9*, Jump +13, Listen +7, Move Silently +8, Spot +3, Survival +3*
Feats: Empower Ability (Ember), Fire Feet (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fire_Feet,all) (b), Iron Will (b), Power Attack, Searing Flames (b), Track (b), Weapon Focus (Ember)
Enviroment: Volcanic
Organization: Solitary, Pair, or Pack (2-4 flareon and 4 – 7 eevees)
Challange Rating: 7
Alignment: Usually neutral
Advancement: 7-10 HD (medium), 11-15 HD (large)
Level Adjustment: +2 (Cohort)
Combat
Flareon are generally more aggressive than their elemental counterparts, though still preferring peaceful coexistence to territorial squabbles with any fellow predators. However, flareon packs do not take the same approach to defending their brood that their more peaceful brethren do. If an unknown creature approaches a flareon while hunting or drawn near to its brood, all nearby flareon fire a warning shot, unleashing an ember attack at the creature's feet. If the creature does not immediately begin to back off, one or two flareon will activate their flame barriers and enter melee, hoping to trip any opposition while healing each other with the heat from their flame barriers. Meanwhile, any other members of the pack will fire from afar with repeated ember attacks.
Flareon are powerful creatures that are difficult to control, and have caused many a would-be poacher severe burns. In their native volcanic habitat, flareon take devious advantage of terrain and lava flows, standing knee-deep in lava flows to use their flash fire ability to powerful extent. On the rare occasion that a flareon is captured and the rarer occasion that it is broken into a guard beast, it is often trained to be a lethal attack beast, though rarely a mount, as even the largest of flareon do not work well under the restriction of a rider.
Smoldering (Ex) - The downy fur of a flareon's mane houses much of the volcanic heat that emanates from the creature's body, and adds 1d4 fire damage to all melee attacks. Also, anyone touching or striking a flareon with a natural weapon, unarmed strike or light melee weapon takes 1d4 fire damage. A flareon may cancel or resume this ability as a free action. Further, a flareon is immune to fire damage and is instead healed half of any fire damage it would have taken
Flame Barrier (Ex) - A flareon may create an intense burst of raging flames around it as a swift action, immolating everything foolish enough to get too close for a number of rounds per day equal to its Constitution score. While Flame Barrier is active, everything within 5 ft. of a flareon takes 1d6 fire damage per four hit dice of of the flareon (rounded down) per turn. In addition, the flareon's fiery metabolism reaches peak effeciency, and it is healed the full amount of fire damage it would otherwise take, and all of the flareon's fire attack gain a bonus to damage equal to its hit dice. Also, the shimmering waves of heat grant the flareon a +4 deflection bonus to AC. It is a free action to maintain flame barrier.
Flash Fire (Ex) - A flareon metabolizes raw heat as a way to fuel its own combustive abilities. Whenever a flareon is hit with 10 or more fire damage in a single turn (before applying fire immunity), the next fire-based attack that it executes is automatically empowered.
Ember (Ex) - A flareon may let loose a glowing tongue of flame from within its mane as an attack action. This is a ranged touch attack that deals 1d6 fire damage per two hit dice of the flareon with a range of 30 ft. + 5 ft. per two HD. For example, a 6HD flareon has a range of 45 ft.
Burning Plume (Ex) - As a full-round action, a flareon may release all of its volcanic energy in a violent burst, immolating its immediate area with a storm of fire. A flareon deals 2d6 fire damage per hit die of to everyone within a 30 ft. radius of it, with a DC 16 Reflex save for half damage. Using this ability leaves a flareon fatigued. A flareon cannot use any of its fire-based abilities and loses the effects of its smoldering ability until the fatigued condition is removed, either by magical means or mundane rest. If a flareon is already fatigued from some other effect, it may still use this ability, but is rendered exhausted instead. An exhausted flareon may not use its burning plume ability. The DC for the Reflex save is Constitution-based.
Unnatural Presence (Ex) – Because a jolteon has a distinct smell of ash combined with its natural scent, it is unsettling to creatures that distinguish beings by scent. Any creature with an intelligence of 3 or lower with the Scent ability will not willingly come within 10 ft. of a jolteon, though it may be forced into doing so with a DC 15 Handle Animal check.
Advancement
As a flareon becomes older and more experienced, it also learns new ways to apply its natural strength and fiery power. A flareon learns one of the following abilities each time it earns an even-numbered hit die (8 HD, 10 HD, etc.). Each flareon may choose whichever abilities it wishes.
Each time that a flareon gains a new ability, its Challenge Rating increases by 1. Fire Blast - When spewing its inner flame, a flareon may explode outwards, making the attack more forceful. A number of times per day equal to twice its Constitution modifier, a flareon may initiate a bull rush through its fire-based abilities. Use the flareon's Constitution score in place of its Strength score for this check, and the flareon targets every creature that successfully takes fire damage, and it may not move with the target of this ability. The use of this ability is declared before making the attack, so the attempt is wasted if the attack misses.
Fire Fang - By bringing flames into its mouth and preparing to blast it into an enemy, a flareon can greatly increase the damage dealt by its bite. Before making a bite attack, a flareon may take a swift action to make the attack a fire fang, allowing it to deal 1d6 fire damage per 2 of its HD. Also, the target of a thunder fang must make a Fortitude save (10 + 1/2 HD + Con modifier) or take a -2 penalty on attack rolls and all Dexterity and Strength-based skill checks for 1d4 rounds due to the intense burns.
Fire Spin - Fully releasing its fiery potential in an explosion of heat. Whenever a flareon activates its flame barrier ability, it releases a sphere of flame in a 10-foot radius around itself, dealing 1d6 fire damage per two HD, with a Reflex save for half damage (DC = 10 + 1/2 HD + Con modifier). After the initial explosion, the sphere's radius is reduced to 5 feet, and any creature that enters this radius is subject to the fire damage, with a Reflex save for half damage.
Flamethrower - By breathing in deep and gathering its inner flames, a flareon gains a powerful breath attack. This attack is a line of fire with a range of 30 ft. + 5 per 2 HD and deals 1d6 fire damage per two hit dice of the flareon, with a Reflex save for half. The save DC is equal to (10 +1/2 HD + Con modifier).
Flash - By lighting a white-hot flame within its mane and tail, a flareon may emit a blinding flash of light as an effective diversion. As a move action, a flareon creates a burst of light in a 30 ft. radius around itself. Anyone within that radius must make a fortitude save (10 + 1/2 jolteon's hit dice + Con modifier) or be blinded for 1d4-1 rounds (minimum 1 round). A flareon may maintain this technique as a swift action each round in order to provide bright illumination in a 60 ft. radius around it, and shadowy illumination for 60 feet beyond that. While maintaining the ability, Flash does not cause blindness.
Light Screen - The waves of heat around the flareon grow wilder, protecting it from special attacks. Whenever a flareon uses its flame barrier ability, it also gains Energy Resistance 10 against Electricity, Cold and Sonic damage, as well as Damage Reduction 5/Adamantine.
*Flareon have a +4 racial bonus to Hide, Move Silently, and Listen checks, and they gain +4 racial bonus on Survival checks when tracking by scent.
Aspect of Water (Not even actually begun)
http://tn3-1.deviantart.com/fs18/300W/f/2007/185/2/7/Just_Below_the_Surface_by_D34tHn0Te.jpg
Vaporeon
Size/Type: Medium Magical Beast (Aquatic)
Hit Dice: 6d10+18 (51 hp)
Initiative: +3
Speed: 40 ft. (8 squares); Swim 40 ft. (8 squares)
Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
Base Attack/Grapple: +6/+7
Attack: Bite +7 melee / ?? +9 ranged
Full Attack: +7/+2
Space/Reach: 5 ft./5 ft.
Special Attacks: ??
Special Qualities: Darkvision 60 ft., Amphibious
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 13, Dex 16, Con 17, Int 6, Wis 12, Cha 7
Skills: 9 skill points with a max rank of 9 (or 1 maxed skills)
Feats: Track (b), Weapon Finesse
Enviroment: Shallow ocean
Organization: Solitary, Pair, or Pack (2-4 flareon and 4 – 7 eevees)
Challenge Rating: 7
Alignment: Usually netural
Advancement: 7-10 HD (medium), 11-15 HD (large)
Level Adjustment: +2 (Cohort)
New Monster Feats
Bonus ability
You focus on the the extraordinary potential contained in your magical nature, broadening your ability to tap into your elemental power.
Prerequisites: Monster ability list controlled by hit dice
Benefit: You gain one additional ability from your racial advancement list. Taking this feat does not increase your Challenge Rating, as normal for gaining a new ability.
Special: You may take this feat multiple times. Each time, you gain a new racial ability.
Empower Ability [General]
Prerequisites: At least one damage-dealing extraordinary, special, or supernatural ability; 6 or more hit dice
Benefit: Choose one of the creature’s special abilities, subject to the restrictions below. The creature can empower that ability up to three times per day (or less, if the ability cannot be used that often).
When a creature uses an empowered ability, all variable, numeric effects of the ability are increased by one half. Saving throws and opposed rolls are not affected. Abilities without random variables are not affected.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.
Searing Flames [General]
Prerequisites: At least one extraordinary, special, or supernatural ability that deals fire damage
Benefit: You may invest your fiery abilities with scathing heat, allowing your fire-based attack to bypass a number of points of Fire Resistance equal to twice your hit dice. You may also count Fire Immunity as Fire Resistance 30 before applying this ability. Creatures with the [Cold] descriptor now take double damage from your fire-based attacks from.
So how does it look? Yes, yes, pokémon is dead fainted, I know, but Jolteon is my all-time favoritest pocket monster, and it would make such an awesome animal companion that it was totally worth it to make. Any suggestions/commentary/criticism?