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black dragoon
2008-09-06, 07:29 PM
We are working on a Pokemon Rpg. yeah no flaming. anyway those who are interested please post here.


First up a Besm link. We can possibly use this to create some monsters but there D20 progression is going to be based on savage species. http://index.rpg.net/display-entry.phtml?mainid=3677

The BESM D20 SRD. http://www.opengamingfoundation.org/animesrd.html

What needs to be done
- Finish the One fifty one. We actually are doing pretty good here and should finish in a reasonable time if I start cracking the whip.
Create a complete Technique system- we've got the basic mechanic now we need the moves.
Items and their Effects- We haven't even scratched the surface. We have the pokeballs that's it. This needs serious work.
Fluff-We had someone working on this where did he go?

black dragoon
2008-09-06, 07:31 PM
Pokemon.

Magikarp

Magikarp
Small Magical Beast [Aquatic]
Hitdice: 2d10+4 (15 hp)
Init: -3 (-3 Dex)
Speed: 5 ft, Swim 20 ft.
AC: 8 (+1 size, -3 dexterity), Touch 8, Flat-footed 8
Base Attack/Grapple: +2/-5
Attacks: Slam +0
Face/Reach: 5 ft./5 ft.
Damage: Slam 1D4-3
Saves: Fort +5, Ref +0, Will -1
Abilities: Str 4, Dex 4, Con 15, Int 2, Wis 8, Cha 2
Skills: Swim +10
Special Abilities:
Feats: Endurance
Climate/Terrain: Any aquatic.
Organization: Usually Solitary.
CR: 1/6
Treasure: None.
Alignment: Usually Neutral
Advancement: 3-5 HD (small)
Magikarp is a medium sized orange fish. Its notable characteristics include large, heavy scales. Its fins are primarily white, but it has a stiff, three-peaked fin on its back and another on its stomach which are both yellow. It also has long barbels. Although this Pokémon is capable of surviving in even the most polluted ponds, it is usually overlooked by trainers because it is pathetically weak: even in the heat of battle it will do nothing but flop around. It is not a strong swimmer, and currents in the water will sweep it downstream. They are normally seen using Splash, which is unusual, as it makes them easy targets to predators. It is believed that the ancestors of this Pokémon were much stronger than the Magikarp seen today, this belief has led scientists to research this species.
http://archives.bulbagarden.net/w/upload/0/02/129Magikarp.png

Gyarados

Gyarados
Huge Dragon [Water, Air]
Hitdice: 22d12+88 (231 hp)
Init: +3 (+3 Dex)
Speed: 10ft.,Swim 60 ft., Fly 90ft. (poor)
AC: 27 (-2 size, +3 dexterity, +16 natural), Touch 11, Flat-footed 24
Base Attack/Grapple: +22/+44
Attacks: Bite +34, Tail Sweep +32
Face/Reach: 15 ft./10 ft.
Damage: Bite 2d8+21, Tail Slap 2d6+21
Special Attacks: Tail Sweep
Special Qualities: Fire Resistance 20, DR 10/+1, SR 26,Frightful Presence, Lightning Vulnerability.
Saves: Fort +16, Ref +16, Will +15
Abilities: Str 39, Dex 16, Con 19, Int 10, Wis 14, Cha 15
Skills: Listen +27, Knowledge (any) +25, Jump +39, Sense Motive +27,
Spot +27, Swim +47,
Feats: Blindfighting, Dodge, Endurance, Power Attack, Mobility,
Multiattack, Spring attack, Fly-by Attack.
Climate/Terrain: Any deep aquatic.
Organization: Usually Solitary.
CR: 16
Treasure: Double Standard
Alignment: Usually Chaotic neutral
Advancement: 23-26 HD (huge)
Gyarados is a large dragon Pokémon most similar in appearance to those seen in Chinese mythology. Its serpentine body is largely blue, but its underbelly is yellow and its fins are white. It has four such white fins down its back. Its mouth is very large and gaping, but bares some resemblance to that of its pre-evolution Magikarp. Like Magikarp, it has barbels on the its face. Its pectoral and dorsal fins also resemble Magikarp's. This Pokémon bares little resemblance to its docile pre-evolution. Gyarados is infamously known for its fierce temper and wanton destructive tendencies. Once it has worked itself into a frenzy it will not calm until everything around it is destroyed, this is attributed to the dramatic structural changes its brain undergoes during evolution. It seems attracted to violence, although this Pokémon is vary rarely seen in the wild. During times of human conflict Gyarados are said to appear, burning entire cities down to the ground.
http://i4.photobucket.com/albums/y149/Sango_Domona/gyrados.jpg


Growlithe

Medium Magical Beast
Hitdice: 5d10+5 (22 hp)
Init: +2 (+2 Dex)
Speed: 40 ft.
AC: 15 (+3 natural, +2 Dex), Touch 12, Flat-footed 13
Attacks: Bite +7
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Bite 1d6+3 and trip
Special Attacks: Trip,
Special Qualities:Immune to Fire, Scent
Saves: Fort +5, Ref +6, Will +7
Abilities: Str 14, Dex 15, Con 12, Int 6, Wis 17, Cha 9
Skills:Survival +11, Listen +11, Hide +6, Intimidate +7, Spot
+5, Move Silently +4
Feats: Iron Will, Improved Iron Will
Climate/Terrain: Any Land and Underground
Organization: Solitary or pack (2-12)
CR: 4
Treasure: Standard.
Alignment:usually Lawful Neutral
Advancement: 6-10 HD (medium), 11-15 HD (large)
Growlithe resembles a puppy. It has bright orange fur with black stripes. Its belly, tail, and fluff on top of its head are a cream color. Extremely loyal, this Pokémon fiercely defends its trainer.
http://tn3-1.deviantart.com/fs16/300W/f/2007/178/3/a/Growlithe_by_Viittaperkele.jpg

Arcanine

Large Magical Beast
Hitdice: 8d10+24 (68 hp)
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed: 70 ft.
AC: 18 (+6 natural, +3 Dex, -1 size), Touch 12, Flat-footed 15
Attacks: Bite +12
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Bite 1d8+7 and trip
Special Attacks: Trip
Special Qualities:Immune to Fire, scent
Saves: Fort +8, Ref +9, Will +9
Abilities: Str 20, Dex 17, Con 14, Int 6, Wis 17, Cha 9
Skills: Survival +11*, Listen +11, Hide +6, Intimidate +7, Spot
+5, Move Silently +5
Feats: Iron Will, Improved Iron will,
Climate/Terrain: Any land and underground
Organization: Solitary or group (4-24)
CR: 7
Treasure: Standard.
Alignment: Always Lawful
Advancement: 9-16 HD (Large), 17-20 HD (Huge)
Arcanine is a canine-like Pokémon that resembles the mythical Chinese Shisa (a cross between a lion and a dog). Its head is covered in a cream-colored hair, except for the region around its eyes and ears, which is orange. Its body is a combination of the same orange fur and black stripes. It also has patches of cream-colored on its chest, legs and tail. Its paws each have three claws and a round pink paw underneath. Wise and loyal, Arcanine are prized Pokémon.
http://tn3-2.deviantart.com/fs18/300W/f/2007/196/0/b/Arcanine_by_Viittaperkele.jpg


Diglett

Diminutive Beast
Hitdice: 1/2d10 (2 hp)
Init: +4 (+4 Dex)
Speed: burrow 30 ft.
AC: 18 (+4 size, +4 Dex), Touch 18, Flat-footed 14
Attacks: Bite +8
Face/Reach: 1 ft. by 1 ft./0 ft.
Damage: Bite 1d2+0
Special Attacks: -
Special Qualities: Immune to Electricity
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 10, Dex 19, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +6, Spot +6
Feats: Weapon Finesse Bite
Climate/Terrain: Any Underground.
Organization: Solitary or Migration (100+ Digletts)
CR: 1/6
Treasure: Standard.
Alignment: Always Neutral
Advancement: 1 HD (Diminutive)
This tiny brown Pokémon's most famous feature is that it seems to be perpetually buried within the earth, all that's usually seen is its head. It also apparently does have claws.
http://archives.bulbagarden.net/w/upload/3/31/050Diglett.png

Dugtrio

Dugtrio
Small Magical Beast
Hitdice: 3d10 (16 hp)
Init: +8 (+4 Dex. +4 Improved Initiative)
Speed: 10 ft., Burrow 20 ft. (good)
AC: 17 (+1 Size, +2 natural, +4 Dex), Touch 15, Flat-footed 13
Attacks: 3 Bites +8
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Bite 1d4+2
Special Attacks:
Special Qualities: Immune to Electricity
Saves: Fort +3, Ref +7, Will +2
Abilities: Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 4
Skills: Listen +11, Spot +11
Feats: Alertness
Climate/Terrain: Any Underground.
Organization: Solitary, pack (2-5 Dugtrios) or with Diglett migration
(1-20 Dugtrios, 100+ Digletts)
CR: 4
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 12-20 HD (Medium)
They are basically three Diglett together, though what they look like underground is a big mystery. They may be fused together, but that is uncertain.
http://archives.bulbagarden.net/w/upload/e/e5/051Dugtrio.png


Ponyta

Medium Magical Beast [Fire]
Hitdice: 4d10+8 (33 hp)
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed: 80 ft.
AC: 17 (+4 natural, +3 dexterity), Touch 13, Flat-footed 14
Attacks: 2 Hooves +7
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Hoof: 1d6+3
Special Attacks:
Special Qualities: Elemental, Fire Subtype, Carrying Capacity, Agility,
Leap
Saves: Fort +3, Ref +7, Will +0
Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 8, Cha 15
Skills: Jump +28, Balance +30
Feats: Improved Initiative, Run, weapon finesse: Hooves, Endurance [b].
Climate/Terrain: Any grassland.
Organization: Solitary or herd (3-18 Ponytas)
CR: 4
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 5-8 HD (medium), 9-12 HD (large)
Ponyta's physiology is similar to that of a horse. However, its mane and tail are made of flame rather than the usual hair. It is capable of leaping tall buildings in a single bound. In order to withstand the force of landing, its hooves are as hard as diamonds.
http://i236.photobucket.com/albums/ff32/karl_daverick/77ponyta.png

Rapidash

Rapidash
Large magical Beast[Fire]
Hitdice: 10d10+40 (92 hp)
Init: +7 (+5 Dex, +4 Improved Initiative)
Speed: 105 ft.
AC: 20 (-1 size, +6 natural, +5 dexterity), Touch 14, Flat-footed 15
Attacks: 2 Hooves +12, Horn +14
Face/Reach: 5 ft. by 10 ft./5 ft.
Damage: Hoof: 1d8+2, horn 2d6+5
Special Attacks:
Special Qualities:Fire Subtype, Carrying Capacity
Agility, DR 10/cold
Saves: Fort +8, Ref +12, Will +2
Abilities: Str 20, Dex 21, Con 18, Int 14, Wis 10, Cha 26
Skills: Jump +40, Balance +40, Tumble +21
Feats: Improved Initiative, Run, Dodge, Endurance [b].
Climate/Terrain: Any grassland.
Organization: Solitary or herd (3-18 Ponytas).
CR: 10
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 11-20 HD (large)
Rapidash is a horse-like Pokémon. It has a horn, reminiscent of a unicorn.Rapidash is a very agile Pokémon. It lives on mountains along with other Rock and Fire Pokémon, so it is quite possibly alone - not with a relation, such as a Rapidash friend or mate. They are the highest evolved form of Ponyta and are highly capable in battle.
http://i516.photobucket.com/albums/u321/Pkmngirl107/Rapidash.jpg


Squirtle

Hitdice: d10+1 (9 hp)
Init: +0 (+0 Dex)
Speed: 20 ft., swim 30 ft.
AC: 16 (+2 size, +4 natural)
Attacks: Slam +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam 1d6+1
Special Attacks:
Special Qualities: Fire Resistance 5
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 12, Dex 11, Con 13, Int 10, Wis 10, Cha 14
Skills: swim +13, Move Silently +2
Feats: toughness
Climate/Terrain: any water
Organization: Solitary, pack (3-5), or guild (20 or more)
CR: 1/2
Treasure: Standard
Alignment: always neutral
Advancement: HD 2-4 (Tiny), 5-6 (small)
Squirtle is a bipedal turtle with its most notable feature being the hard shell on its back. This shell forms and hardens on its back after birth.Squirtle is a natural-born swimmer. However, due to its size, it's easier for it to transport something small like a Pikachu than to carry its trainer.
Its jaws may not look like much, but they are strong enough that a Squirtle can learn to use a Bite attack. Squirtle are scarce in the wild. Most are domestic Pokémon, raised to be distributed as starters by Professor Oak. As such, they are regarded as well-behaved Pokémon. They are not regarded as the easiest or hardest for a trainer to raise, since they are not as mild-mannered and easy as Bulbasaur but they are not as rash and hard as Charmander and its evolutions.
http://tn3-2.deviantart.com/fs27/300W/i/2008/127/b/2/Squirtle_by_shiroiwolf.jpg

Wartortle

Wartortle
Small Magical Beast [Aquatic]
Hitdice: 7d10+14 (52 hp)
Init: +0 (+0 Dex)
Speed: 20 ft., swim 30 ft.
AC: 19 (+1 size, +8 natural)
Attacks: Slam +11/+6, Bite +6
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam 1d4+3, Bite 1d6+3
Special Attacks:
Special Qualities: Fire Resistance 15
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 16, Dex 11, Con 15, Int 10, Wis 10, Cha 16
Skills: swim +18,
Feats: toughness, power attack
Climate/Terrain: any water
Organization: Solitary, pack (3-5), or guild (20 or more)
CR: 5
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 8-11 HD (Small), 12-15 HD (Medium)
Wartortle is a bipedal, indigo-blue turtle with a brown shell and a long, furry tail and ears. It is more aggressive than Squirtle. It hides in water while hunting and emerges to surprise its prey, and is a tough Pokémon that often has scratches on its shell which serve as reminders of past battles. To maintain balance while swimming at high speeds, Wartortle moves its unusual furry ears and its tail. This tail, covered in rich, thick fur, is so long that it sticks out a bit even when Wartortle withdraws into its shell. It uses the fur to store air for extended underwater diving. It is a popular pet, as it is long-lived. Wartortle, and in particular its tail, is considered a symbol of longevity
http://tn3-2.deviantart.com/fs31/300W/f/2008/202/f/f/ff7025bd12db736273e409b31edce602.jpg

Blastoise

Blastoise
Medium Magical Beast [Water]
Hitdice: 14d10+42 (119 hp)
Init: +0 (+0 Dex)
Speed: 15 ft., swim 40 ft.
AC: 26 (+16 natural)
Attacks: Slam +19/+14 Bite +14
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam 1d8+5, Bite 1d10+3
Special Attacks:
Special Qualities: Fire Resistance 20, amphibious
Saves: Fort +12, Ref +9, Will +4
Abilities: Str 20, Dex 10, Con 17, Int 10, Wis 12, Cha 18
Skills: swim +20
Feats: Toughness, power attack, point blank shot.
Improved Initiative
Climate/Terrain: any water
Organization: Solitary, pack (3-5), or guild (20 or more)
CR: 11
Treasure: Standard
Alignment: Always Neutral
Advancement: HD 15-21 (Medium), 22-28 (Large)
Blastoise is a bipedal, large, blue tortoise with a brown shell and two water cannons that jut out of the top of its shell. The cannons can be withdrawn inside the shell, or rotated to point backwards; this enables Blastoise to commence jet assisted rams. Blastoise can be found living on island beaches near the ocean, but their preferred habitat seems to be freshwater ponds and lakes
http://i244.photobucket.com/albums/gg33/JRangerkip/hpblastoise.jpg


Staryu

Staryu
Size/Type: Small Magical Beast (Water)
Hit Dice: 6d10+24 (54 HP)
Initiative: +13 (5 Dex, 4 feat, 4 racial)
Speed: 10' land, 60' Swim
Armor Class: 16 (+5 Dex, +1 Size)
Base Attack/Grapple: +6/+8
Attack: Tackle +11/1d6+1
Full Attack: Tackle +11/1d6+1
Space/Reach: 5'/5'
Special Attacks: Rapid Spin, Water Gun
Special Qualities: Blindsight(50'), Regeneration 1/4
Saves: Fort +9, Ref +14,
Abilities: Str 12, Dex 20, Con 18, Int 4, Wis 6, Cha 6
Skills: Not bothering thinking for a single skill. Let's say full Swim, for a total of +18 (9 ranks+1 Str+8 racial from having a Swim speed)
Feats: Improved Initiative, Weapon Finesse (Tackle)
Environment: Aquatic
Organization: Solitary, colony (10-40 specimens in a wide area)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: Normal, evolves to Starmie if exposed to a Water Stone after being over 10 HD.
Level Adjustment:
Looking simply like a large starfish with a large semi-precious crystal in the middle, Staryus are rather unassuming, which is only helped by their pacific disposition. It tends to take a lot of bothering to make an Staryu attack, which means the public opinion on Staryus is that they're nice pokemon that lighten up the beaches.
This opinion, however, is not at all shared by most people wanting to build at the seaside, because Staryus are stubbornly attached to their homes, and freaking impossible to eradicate. People have "driven off" a colony of Staryus and built, just to soon find the roof of the house covered in jeweled starfish

Starmie

Coming Soon!

Farfetche'd

Farfetch’d
Small Magical Beast (Pokémon)
Hit Dice: 4d10-4 (18 hp)
Initiative: +1
Speed: 30 ft., fly 60 ft. (average)
Armor Class: 17 (+1 Dex, +5 natural, +1 size), touch 12, flat-footed 16
Base Attack/Grapple: +4/+0
Attack: Leek sword +7 melee (1d6+2/19-20) or bite +6 melee (1d4)
Full Attack: Leek sword +7 melee (1d6+2/19-20) and bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leek sword, leer, swords dance
Special Qualities: Darkvision 60 ft., low-light vision, vulnerability to cold
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 11, Dex 13, Con 9, Int 12, Wis 12, Cha 12
Skills: Balance +3, Bluff +6, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +4, Jump +2, Spot +8, Tumble +6
Feats: Weapon Finesse, Weapon Focus (leek sword), Weapon Specialization (leek sword) (B)
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 4
Treasure: Leek sword
Alignment: Often neutral
Advancement: 5-9 HD (Small); 10-14 HD (Medium)
Farfetch'd resemble ducks. They have glossy brown plumage with a small crest. It also bears black plumage on its forehead that resembles eyebrows. Farfetch'd are always seen carrying a leek stalk, or spring onion. They carry it in their wings and sometimes choose to hold it in their beaks instead. Farfetch'd cannot live without its stick for unknown reasons, and will defend their stick with their life. The stick is also known to be used as nesting material and as a weapon. In case of an emergency situation where the Farfetch'd is starving, it will eat its own stick and hurry off to find a new one.
http://tn3-2.deviantart.com/fs27/300W/f/2008/103/b/8/Spring_onions_by_joshD1000.jpg


Evee

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, lowlight vision60 ft., Transformation
Saves: Fort +3, Ref +4, Will 0
Abilities: Str 13, Dex 15, Con 12, Int 10, Wis 10, Cha 12
Skills:+5 move silently
Feats: Weapon Finesse,Track
Enviroment: Temperate forest, savannah, seashore, volcanic, plains, rainforest
Organization: Litter (2-6 eevees and 1-4 jolteons, flareons, vaporeons)
Challange Rating: 1/3
Alignment: Usually neutral
Advancement: 2-5 HD
Eevee is a mammalian creature with brown fur, a bushy tail that has a cream-colored tip, and a furry collar that is also cream-colored. Eevee has brown eyes and big ears. It has traits of raccoons, foxes, dogs, and cats. Eevee has an irregular genetic code and can evolve into one of three results after being exposed to either a Fire Stone, Thunderstone or Water Stone. Eevee's behavior can be affected by its surroundings. Eventually, with enough alteration, the Eevee may evolve to better suit its surroundings.
http://tn3-1.deviantart.com/fs28/300W/f/2008/091/b/1/Eevee_by_Nadou.jpg


Jolteon

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+ 2) OR spines+9 ranged (1D4)
Full Attack: Bite +9/+4 melee (1d6 +2) and spines +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightning Field, Thunderbolt, Spines
Special Qualities: Darkvision 60 ft., low-light vision, immunity to electricity, scent
Saves: Fort +8, Ref +10, Will +3
Abilities: Str 14, Dex 17, Con 16, Int 13, Wis 13, Cha 7
Skills: Hide +9*, Jump +14, Listen +7, Move Silently +8, Spot +3, Survival +3*
Feats: Empower Ability (), Lightning Reflexes (b), Run (b), Fleet of Foot (b), Track(b), Weapon Finesse, Weapon Focus ()
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)

Jolteon is the result of exposing an Eevee to the radiation of a Thunder Stone. Jolteon is a dog-like Pokémon with yellow fur that has the sharpness of needles Jolteon also has a white, spiky collar.
http://fc06.deviantart.com/fs17/f/2007/158/b/6/Jolteon___Zap_by_captaindahlia.jpg


Flareon

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 +4)
Full Attack: +8/+3
Space/Reach: 5 ft./5 ft.
Special Attacks:
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 13, Wis 13, Cha 15
Skills: Hide +9*, Jump +13, Listen +7, Move Silently +8, Spot +3, Survival +3*
Feats: Empower Ability (), Fire Feet (b), Iron Will (b), Power Attack, Searing Flames (b), Track (b), Weapon Focus ()
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)

Flareon is the result of an Eevee being exposed to a Fire Stone. Out of the three known Eeveelutions, Flareon bears the closest resemblance to Eevee. Flareon's body is covered in red fur. Flareon has a large, bushy tail, fluffy collar and a tuft of fur on its head; all of which are yellow.
http://tn3-1.deviantart.com/fs5/300W/i/2004/318/4/c/Flareon_by_Mewkitty.png

Vaporeon

Medium Magical Beast [Water, Cold]
Hitdice: 7d10+42 (82 hp)
Init: +4 (+4 Dex)
Speed: 15 ft., Swim 60 ft.
AC: 20 (+4 dexterity, +6 natural), Touch 14, Flat-footed 16
Attacks: Slam +10 melee
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam 1d4+0
Special Attacks:
Special Qualities: Amphibious,Cold Resistance 15,
Fire Resistance 10, Scent, SR 17
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 10, Dex 18, Con 23, Int 14, Wis 14, Cha 21
Skills: Wilderness Lore +10, Use Magical Device +18, Swim +17, Hide +18
Feats:Spell Penetration, Point Blank Shot, Iron Will, Endurance [b], Weapon Finesse Slam [b]
Far shot
Climate/Terrain: Any Aquatic.
Organization: Usually solitary
CR: 6
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 8-10 HD (small), 11-15 HD (medium).
Vaporeon is the result of an Eevee's exposure to the radiation of a Water Stone. Vaporeon is a composite creature sharing physical traits of dogs, cats, and fish. Vaporeon's body is light-blue and has a white collar. Vaporeon has yellow ears made of webbing and has a fin on its head resembling its ears. Vaporeon has blue ridges that run down the length of its spine and on to its tail-fin. Vaporeon's molecular structure is close to water, and its body glitters when sunlight hits at certain angles because of it.Vaporeon are very difficult to observe in the wild, as they are somewhat uncommon. When they are in the water, they are virtually impossible to see. While they are much easier to see while they are resting onshore, they possess the ability to rearrange themselves on a molecular level, causing themselves to "melt" into the water. It is likely that many mermaid stories were spawned by Vaporeon sightings, as their tails resemble those of mermaids.
http://fc01.deviantart.com/fs32/f/2008/202/c/e/cecab59a51de6e0fea6ff350eb623f52.jpg






Machop

Machop
Small Monstrous Humanoid
Hit Dice: 4d8+4 (22 hp)
Initiative: -1
Speed: 20 ft.
AC: 15 (+1 size, -1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+2
Attack: 2 slams +6 melee (1d8+2)
Full Attack: 2 slams +6 melee (1d8+2)
Face/Reach: 5 ft./5 ft.
Special Attacks: adamantine strike
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 14, Dex 8, Con 13, Int 10, Wis 7, Cha 7
Skills: 14 skill points
Feats: 2 feats
Climate/Terrain: Underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Often chaotic neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: +?

Adamantine Strike (Ex): A Machop's natural weapons are treated as adamantine for the purpose of overcoming damage reduction.

Saving Throws: Machops suffer a -4 penalty on saving throws against psionic effects.
Machop is a mountainous creature know to be found in mountain ranges working on increasing its strength by using boulders as barbells and also is known to train in all styles of martial arts. Usually solitary creatures, they prefer to not come into contact with humans. Easily spot able are the bulging muscles, which are adapted for constant use with improved methods of removing lactic acid from the body, and is average at 2 ft and 43 lbs. Many machop take on the challenge of becoming skilled in all forms of martial arts. They are also highly intelligent, which both assists them on the battle field. Generally friendly and calm, they are nonetheless unable to back down from a challenge
http://i265.photobucket.com/albums/ii209/Michelle_Kayla/Pokemon/Machop.png

Mackoke

Machoke
Medium Monstrous Humanoid
Hit dice: 4d8+16(24)
Init:+1
Speed: 30ft
AC: 13 (+1Dex, +2Nat amr.)
Attacks:melee/grapple: +11/+15
Face/Reach: 5 ft. by 5 ft./0 ft.
Damage: 1Slam(1D8+7)
Special Attacks:
Special Qualities: DR5/magic
Saves: will +3, reflex +2 fortitude +9
Abilities: Str 25, Dex 12, Con 19, Int 13, Wis 13, Cha 10
Skills: jump tumble
Feats: Power attack,improved grapple
Climate/Terrain: mountain, foreboding area, can also be found in urban areas doing manual work
Organization: solitary, also is assisting humans in manual labor
CR:5
Treasure: standard
Alignment: neutral
Advancement:
Machoke is the evolved version of machop. Twice the size of machop, it is easily recognizable by the black shorts and belt. Its muscular body is so powerful, it must wear a power save belt to be able to regulate its motions. He looks the same as machop except for the red streaks on his arms that are in line with his bulging muscles. And speaking of strength, he has the ability to lift stones with only one finger.

Haruhi08
2008-09-06, 07:32 PM
List of TM's:

• TM 01 - Mega Punch - Normal
• TM 02 - Razor Wind - Flying
• TM 03 - Swords Dance - Normal
• TM 04 - Whirlwind -Flying
• TM 05 - Mega Kick - Normal
• TM 06 - Toxic - Poison
• TM 07 - Horn Drill - Normal
• TM 08 - Body Slam - Normal
• TM 09 - Take-Down - Normal
• TM 10 - Double-Edge - Normal
• TM 11 - Bubble Beam - Water
• TM 12 - Water Gun - Water
• TM 13 - Ice Beam - Ice
• TM 14 - Blizzard - Ice
• TM 15 - Hyper Beam - Normal
• TM 16 - Pay Day - Normal
• TM 17 - Submission - Fighting
• TM 18 - Counter - Fighting
• TM 19 - Seismic Toss - Fighting
• TM 20 - Rage - Normal
• TM 21 - Mega Drain - Grass
• TM 22 - Solarbeam - Grass
• TM 23 - Dragon Rage - Dragon
• TM 24 - Thunderbolt - Electric
• TM 25 - Thunder - Electric
• TM 26 - Earthquake - Ground
• TM 27 - Fissure - Ground
• TM 28 - Dig - Ground
• TM 29 - Psychic - Psychic
• TM 30 - Teleport - Psychic
• TM 31 - Mimic - Normal
• TM 32 - Double Team - Normal
• TM 33 - Reflect - Psychic
• TM 34 - Bide - Normal
• TM 35 - Metronome - Normal
• TM 36 - Self Destruct - Normal
• TM 37 - Egg Bomb - Normal
• TM 38 - Fire Blast - Fire
• TM 39 - Swift - Normal
• TM 40 - Skull Bash - Normal
• TM 41 - Softboiled - Normal
• TM 42 - Dream Eater - Psychic
• TM 43 - Sky Attack - Flying
• TM 44 - Rest - Normal
• TM 45 - Thunder Wave - Electric
• TM 46 - Psywave - Psychic
• TM 47 - Explosion - Normal
• TM 48 - Rock Slide - Rock
• TM 49 - Tri Attack - Normal
• TM 50 - Substitute - Normal

List of HM's:

• HM 01 - Cut - Normal
• HM 02 - Fly - Flying
• HM 03 - Surf - Water
• HM 04 - Strength - Normal
• HM 05 - Flash - Normal

black dragoon
2008-09-06, 07:33 PM
And can I borrow your other format? It'd be much appreciated.
Thank you!

Pokemon
I take that back a little...
Bulbasaur

Small Plant(reptile)
Hitdice: 1d8+2 (6 hp)
Init: +0 (+0 Dex)
Speed: 20 ft.
AC: 13 (+1 size, +2 natural)
Attacks: +1 Slam
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam 1d6+0
Special Attacks: Improved Grab
Special Qualities: Plant
Saves: Fort +4, Ref +0, Will +3
Abilities: Str 11, Dex 10, Con 15, Int 7, Wis 12, Cha 12
Skills: Hide +8*, Use Rope +6,survival+10
Feats: Iron Will
Climate/Terrain: Any land near rivers or ponds.
Organization: Usually Solitary.
CR: 1/2
Treasure: None.
Alignment: Often Neutral
Advancement: 2-7 HD (small)
Bulbasaur is a reptilian creature resembling a toad or dinosaur. Its most notable feature, though, is the bulb on its back, which grows from a seed planted on its back when it is born. The bulb is similar to Paras and Parasect's tochukaso mushrooms which are also planted at birth. However, Bulbasaur and its bulb share a symbiotic relationship rather than a parasitic one. Most Bulbasaur are domestic Pokémon, raised to be distributed as starters. As such, they are regarded as well-behaved Pokémon.
http://tn1-3.pv.deviantart.com/fs32/150/i/2008/195/3/9/Bulbasaur_by_DestroyedSteak.jpg

Ivysaur

Medium Plant(reptile)
Hitdice: 8d8+40 (76 hp)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 16 (+4 natural, +2 Dex)
Attacks: +9/+4 Slam, 2 Vine Whips +7
Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. with vine whips)
Damage: Slam d8+3, Vine Whips d6
Special Attacks: Improved Grab
Special Qualities: Plant traits
Saves: Fort +11, Ref +4, Will +5
Abilities: Str 17, Dex 14, Con 20, Int 9, Wis 12, Cha 12
Skills: Hide +8*,Survival+6, sense motive+5, bluff +4
Feats: Iron Will, Improved Initiative, Multiattack
Climate/Terrain: Any land near rivers or ponds.
Organization: Usually Solitary.
CR: 5
Treasure: Standard.
Alignment: Often Neutral
Advancement: 8-14 HD (medium)
Ivysaur, like its un-evolved form Bulbasaur, resembles a toad or a dinosaur, though the patches in its skin make it look more like a dinosaur. It has lost the ability to stand on two legs since the bulb on its back has blossomed. After evolving from Bulbasaur, Ivysaur grows small fangs. When its plant is ready to bloom, it gives off a distinct aroma. Ivysaur will also start spending more time in sunlight in preparation for its upcoming evolution. Its plant is also an indicator of its overall health because when it grows, Ivysaur absorbs more nutrients.Being much more commonly found in captivity then in the wild, Ivysaur's natural behavior is still largely unknown, but it can be theorized that they are a bit more aggressive then Bulbasaur, although it is still very loyal to its trainer
http://tn3-1.deviantart.com/fs31/300W/f/2008/201/0/2/Ivysaur_by_DestroyedSteak.jpg

Venasaur

Large Plant
Hitdice: 15d8+105 (172 hp)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 22 (-1 size, +11 natural, +2 Dex)
Attacks: +17/+12/+7 Slam, 4 Vine Whips +15
Face/Reach: 5 ft. by 10 ft./5 ft. (15 ft. with vine whips)
Damage: Slam 2d6+7, Vine Whips d8
Special Attacks: Improved Grab,
Special Qualities: Plant traits,
Saves: Fort +16, Ref +7, Will +10
Abilities: Str 25, Dex 14, Con 25, Int 9, Wis 16, Cha 12
Skills: Hide +6*, Use Rope +14, Sense Motive+8, survival +5
Feats: Iron Will, Improved Initiative, Multiattack
Climate/Terrain: Any land near rivers or ponds.
Organization: Usually Solitary.
CR: 11
Treasure: Standard.
Alignment: Often Neutral
Advancement: 16-28 HD (large), 29-32 HD (huge)
Venusaur is considerably larger and heavier than both of its pre-evolution cousins, and as such it moves slower than the two. However, its special attacks are faster than ever, as the plant on its back has now reached its final stage and flowered. It is also able to charge at its enemies to gain speed, then perform moves such as Skull Bash and Body Slam with a force more powerful than a speeding armored truck. It also has an incredible leap for such a heavy Pokémon, and it's able to dodge attacks and jump across close rock formations. Its only downside is that its weight causes a small quake as it lands, which can break the platform its trying to land on, or cause it to get buried in mud or sand.Rarely in the wild, Venusaur usually lead the evolution rituals every year, away from human eyes. A trainer needs to be well-experienced when around Venusaur. They still have a loyalty streak, though this isn't much seen, since most Venusaur act as the trainer's bodyguard and is rarely abandoned, if ever. For some unknown reason, possibly of age, Venusaur are very solitary, even after being caught.
http://tn3-1.deviantart.com/fs22/300W/i/2007/333/f/9/venusaur_by_Goretoon.jpg


Charmander

Tiny Dragon [Fire]
Hitdice: d12+1 (7 hp)
Init: +1 (+1 Dex)
Speed: 20 ft.
AC: 14 (+2 size, +1 Dex, +1 natural armor), Touch 13, Flat-footed 13
Attacks: 2 Claws +4
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Damage: Claw d3+1
Special Attacks:
Special Qualities: Fire and Cold Resistance 10
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 13, Dex 12, Con 13, Int 7, Wis 10, Cha 10
Skills: Jump +2, Tumble +5
Feats: Power Attack
Climate/Terrain: Any Land and Underground
Organization: Usually Solitary
CR: 1/2
Treasure: Double Standard
Alignment: Often Chaotic Neutral.
Advancement: HD 2-4 (Tiny)

Charmander is a reptilian creature resembling a bipedal salamander with some dinosaur qualities. Its most notable feature is the flame burning on the tip of its tail, which is there even at birth. It is said that if this flame goes out, the Pokémon dies.It could perhaps be distantly related to some Dragon-type Pokémon, and also Magmar, due to both Pokémon possessing a flame at the tips of their tails, but Charmander seems to only be closely related to its evolutions. Charmander is easily the most mild-mannered of its evolution line. Its health and emotions can be easily read by paying attention to the flame on the tip of its tail. For example, if the flame grows suddenly, the Charmander is probably angered, and perhaps even using a Rage attack. It is scarce in the wild. Most are domestic Pokémon, raised to be distributed as starters.harmander is rarely found in the wild. Sometimes they can gather in extremely hot areas, such as active volcanoes. They can also thrive in craggy mountains. They also dwell in rocky-heated Crags and caves along the coast of the Sevii Islands.Their final evolution, Charizard, also inhabits the Charicific Valley or near mountain chains. However they are found far more often in the ownership of trainers.
http://tn1-4.pv.deviantart.com/fs32/150/f/2008/196/c/0/Charmander_by_DestroyedSteak.jpg

Charmeleon

Small Dragon [Fire]
Hitdice: 6d12+12 (51 hp)
Init: +1 (+1 Dex)
Speed: 20 ft.
AC: 18 (+1 size, +6 natural, +1 Dex) Touch 12, Flat-footed 17
Attacks: 2 Claws +5, Bite +10
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Claws d4+1, Bite d6+3
Special Attacks:
Special Qualities: Fire and Cold Resistance 15
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 17, Dex 12, Con 15, Int 10, Wis 9, Cha 10
Skills: Jump +9, Tumble +10, Spot +9, Listen +9, Concentration +5
Feats: Power Attack, Improved Bullrush
Climate/Terrain: Any Land and Underground
Organization: Usually Solitary
CR: 5
Treasure: Double Standard
Alignment: Often Chaotic
Advancement: HD 7-9 HD (Small), 10-12 HD (Medium)
Charmeleon is a bipedal, reptilian creature similar to Charmander. It has crimson scales that are much darker than that of the bright red Charmander. Once again it has a tail with the tip burning with fire, a trait seen in many Fire-type Pokémon, especially the Charmander evolutionary line. At this point in time its skull has developed a horn-like protrusion to the rear. Its front and back claws are far sharper and longer than Charmander. Charmeleon tend to be stubborn, bad-tempered and simply hot-headed. Due to their incredible power at such low level they can easily feel they are better than their trainers and will sometimes even disregard attack commands, although when tame they are a formidable opponent and a loyal partner. Charmeleon are rare in the wild, but thrive in harsh environments such as craggy mountains and active volcanoes; other environments where Charmeleon dwell in large numbers include abandoned mines and heated valleys.
http://tn1-4.pv.deviantart.com/fs31/150/f/2008/200/6/d/Charmeleon_by_DestroyedSteak.jpg

Charizard

Large Dragon [Fire]
Hitdice: 13d12+39 (123 hp)
Init: +0 (+0 Dex)
Speed: 40 ft, Fly 150 ft. (poor).
AC: 22 (-1 size, +13 natural) Touch 9, Flat-footed 22
Attacks: 2 Claws +14, 2 Wings +14, Tail Slap +14, Bite +19
Face/Reach: 5 ft. by 5 ft./10 ft.
Damage: Wings 1d6, Claws 1d8+3, tail slap 1d8+10, bite 2d6+7
Special Attacks:
Special Qualities: Fire and Cold Resistance 20
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 25, Dex 10, Con 17, Int 9, Wis 10, Cha 10
Skills: Jump +20, Tumble +9, Spot +16, Listen +16, Concentration +11, Bluff +16
Feats: Power Attack, Improved Bullrush, Improved Overrun.
Climate/Terrain: Any Land and Underground
Organization: Solitary
CR: 11
Treasure: Double Standard
Alignment: Often Chaotic
Advancement: HD 14-20 (Large)
Unlike its pre-evolution cousins, it has powerful wings that can allow it to fly at blinding speeds, although the faster it flies, the more strain is put on the Pokémon, and it must rest for a good while after doing so. It is also more vulnerable to attacks the more outspread its wings are, so its newfound flying ability should be treated with as much care as a flying Pokémon. It has a considerably higher defense than its cousins, though as noted before caution should be used about its wings, which have little defense. Its physical strength now matches the strength of its fire attacks, and it can withstand mid-high altitude pressure, allowing it to fly above mountains, and can even withstand the high pressure and extreme heat of volcanoes. Generally, a Charizard will be competitive. It loves to battle and spend a great amount of time training or looking for opponents. Its competitive spirit is also noteworthy, since it will never spit flames at a weaker foe. When it gets very angered, the flames on its tail become a blueish-white color. It spits fire that is hot enough to melt boulders. It is known to have unintentionally caused massive forest fires. The more experienced a Charizard, the more intense its tail flame and breath are.
http://tn3-1.deviantart.com/fs31/300W/f/2008/220/1/2/125b8743016eff64d03c9eccb451cdc4.jpg


Caterpie

Tiny Vermin
Hitdice: d8 (4 hp)
Init: +0 (+0 Dex)
Speed: 20 ft., climb 10 ft.
AC: 14 (+2 size, +2 natural), Touch 12, Flat-footed 14
Attacks: Slam +2
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Damage: Slam 1d3-1
Special Attacks:
Special Qualities:
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 8, Dex 11, Con 11, Int -, Wis 10, Cha 12
Skills: Climb +12, Move Silently +6
Feats: Weapon Finesse Slam
Climate/Terrain: forests and plains
Organization: Solitary, pack (3-5), or swarm (100 or more)
CR: 1/4
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 2-4 (Tiny), 5-6 (small)
Caterpie resembles a green caterpillar with yellow ring-shaped markings down its body. Its most notable characteristic is the bright orange antennae on its head. These and the large eye-shaped markings help to startle predators. It shares many characteristics with other larval Pokémon. Caterpie grow very quickly, and need to eat voraciously in order to meet their energy requirements. They have various adaptations which permit them to safely devour plant material, including an antennae that releases a horrible smell. It will shed its skin many times before finally cocooning itself in thick silk. While some Trainers are disgusted by the idea of Bug-type Pokémon, they are ideal targets for new Trainers as they are fairly weak in the wild and evolve into their final forms at a low level.
http://fc03.deviantart.com/fs31/f/2008/205/9/4/Caterpie_by_DestroyedSteak.jpg

Metapod

Small Vermin
Hitdice: 5d8+10 (32 hp)
Init: -1 (-1 Dex)
Speed: 5ft., Climb 5ft.
AC: 20 (+1 size, +10 natural, -1 Dex), Touch 10, Flat-footed 20
Attacks: Slam +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam 1d4-1
Special Attacks:
Special Qualities:
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 8, Dex 9, Con 15, Int -, Wis 10, Cha 12
Skills: Climb +12, Move Silently +5
Feats:
Climate/Terrain: forests and plains
Organization: Solitary.
CR: 1
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 6-9 (small)
While Metapod is classified as a cocoon Pokémon, it bears more resemblance to a chrysalis. Its soft body is protected by a hard outer shell while it undergoes metamorphosis. While this shell is said to be as hard as steel, a large sudden impact could cause its vulnerable body to pop out, leaving it completely exposed. It shares many physiological and behavioral characteristics with Kakuna, suggesting that they may have a distant relationship. In order to conserve as much energy as possible, Metapod generally remain motionless. They can be very difficult to spot in the wild, because their green coloration helps them blend in with the tree-top canopies. If it is discovered by an enemy it is unable to do anything other than harden its outer shell. While this is enough to deter most predators it does not offer complete protection, as the Metapod's insides still remain soft and vulnerable. Its second line of defense is to drop of the trees using String Shot. Because of its vulnerability, Metapod evolve rapidly into their final evolutionary stage.
http://tn3-2.deviantart.com/fs32/300W/f/2008/218/1/4/1492608ec0652eb732a93cae595d3523.jpg

Butterfree

Small Magical Beast
Hitdice: 10d10+10 (65 hp)
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft., climb 10 ft., fly 80 ft. (perfect)
AC: 18 (+1 size, +4 natural, +3 Dex), Touch 14, Flat-footed 15
Attacks: Slam +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam 1d4+0
Special Attacks:
Special Qualities: SR 10
Saves: Fort +8, Ref +10, Will +9
Abilities: Str 10, Dex 17, Con 13, Int 12, Wis 14, Cha 18
Skills: Escape Artist +11, Move Silently +11, Climb +7,Survival+12
Feats: Weapon Finesse Slam, Ability Focus: , Improved Initiative, Iron Will
Climate/Terrain: forests and plains
Organization: Solitary or Swarm (100 or more)
CR: 7
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 11-15 (Small), 16-20 (Medium)
Butterfree resembles a vaguely anthropomorphic butterfly. Unlike true insects, it only has four legs, which are a pale blue color. It has a nose-like structure which is a similar color. Its body’s coloration is a darker purple-blue. It has large veined wings which are white with black markings, in very rare cases individuals may be born with pinkish coloration. The markings can help distinguish male and female individuals. It has large compound eyes which tend to be a reddish color. Like members of the order Lepidoptera, Butterfree’s wings are covered in fine scales. Its legs are covered in fine hairs which aid in the collection of honey. Butterfree spends most of its time foraging for nectar and pollen from flowers. In the wild they need to eat constantly. Special adaptations such as waterproofing on their wings, and tiny hairs on their legs let them gather food even in the rain. Butterfree will roam up to six miles from their nest in search of honey. During breeding season, Butterfree take to the air en-masse. Female Butterfree generally choose their mates on the basis of performed aerial aerobics, however other factors may come into play. In order to mate, male Butterfree appeal to a female Butterfree they wish to mate with by performing the courtship dance. If the female is receptive she will also reciprocate by joining in performing the courtship dance to the other male Butterfree as he also continues to "dance".
http://tn3-1.deviantart.com/fs31/300W/i/2008/222/f/8/butterfree_by_DestroyedSteak.jpg


Vulpix

Vulpix
Small Magical Beast [Fire]
HD 1d10 (5.5)
Speed 40 ft. (8 squares); Burrow 20 ft.
Init: +1
AC 11 (+1 Dex); touch 11; flat-footed 10
BAB -1; Grp -5
Attack Bite -1 Melee; (1d4-2)
Full-Attack Bite -1 Melee; (1d4-2)
Space 5 ft.; Reach 5 ft.
Special Attacks:
Special Qualities Magical Beast traits
Saves Fort +2 Ref +3 Will +3
Abilities Str 7, Dex 13, Con 10, Int 12, Wis 16, Cha 13
Skills Autohypnosis +7, Sense Motive +7, Survival +7
Feats Ability Focus (Ember)
Environment Grassy plains, forests.
Organization Solitary, Pack (3-6)
Challenge Rating 2
Treasure None
Alignment Usually True Neutral
Advancement 2-12 HD (Small)
Level Adjustment -

This cute-looking, reddish-brown fox has three curly tails and deep brown eyes that seem to endlessly swirl.

http://tn3-1.deviantart.com/fs30/300W/f/2008/077/0/e/Vulpix_by_Nadou.jpg



Shellder

Tiny Magical Beast [Aquatic]
Hitdice: 3d10+9 (25 hp)
Init: +0 (+0 Dex)
Speed: 20 ft., Swim 30 ft.
AC: 21 (+2 size, +9 natural), Touch 12, Flat-footed 19
Attacks: Slam +3 melee
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Damage: Slam d3-3
Special Attacks: Clamp
Special Qualities: Withdraw
Saves: Fort +6, Ref +3, Will -1
Abilities: Str 5, Dex 10, Con 17, Int 8, Wis 7, Cha 16
Skills: Bluff +9, Diplomacy +9, Swim +11, Use Rope +2
Feats: Weapon Focus: Slam
Climate/Terrain: Any Aquatic.
Organization: Solitary or flock (2-12 Shellders).
CR: 2
Treasure: Double booty.
Alignment: Usually Neutral
Advancement: 4-5 HD (tiny), 6-9 HD (small)
is a cheeky bivalve (oyster or clam) Pokémon; it constantly pokes its tongue out at anybody, whether friend or foe. It will also spit on foes. This tends to antagonize enemies into a rage. Its shell is very strong, apparently harder than a diamond, though only made of a single, smooth layer. Shellder becomes vulnerable when the enemy can attack its insides. Shellder are incapable of travel on land, unless in a Poké Ball.
http://farm2.static.flickr.com/1368/1102548969_234c5bf686.jpg?v=0


Cloyster

Cloyster
Medium Magical Beast [Aquatic, Cold]
Hitdice: 12d10+84 (150 hp)
Init: +0 (+0 Dex)
Speed: Swim 30 ft., flight 30 ft. (perfect)
AC: 32 (+22 natural), Touch 10, Flat-footed 32
Attacks: Slam +14 melee; or 2-5 Spikes +12 ranged
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam d6+2 or Spikes d4+2
Special Attacks:
Special Qualities: DR 10/+5, immune to cold.
Saves: Fort +15, Ref +8, Will +6
Abilities: Str 15, Dex 10, Con 25, Int 10, Wis 11, Cha 20
Skills: Bluff +15, Diplomacy +15, Swim +16, Listen +5, Use Rope +2
Feats: Weapon Focus: Slam, Iron Will, Expertise, Improved Disarm, Choke
Hold [b]
Climate/Terrain: Any Aquatic.
Organization: Usually Solitary
CR: 9
Treasure: Standard treasure
Alignment: Usually Neutral
Advancement: 13-18 HD (medium), 19-25 HD (large)
bivalve Pokémon, guarded by an extremely strong, multi-layered shell. This shells cannot be opened even by those with superior strength, and they cannot be damaged even by a bomb. Nobody has seen their dark innards, which are Cloyster's weak spot as they are very soft and vulnerable. They launch thick, powerful spikes at enemies in battle, as well as to capture prey. These spikes are even stronger than their shell. Cloyster can also crush prey by clamping their thick shell and shutting it upon them. When being attacked, they simply shut their shells to avoid further damage. To travel through water, they swim by swallowing water and jetting it out opposite to the direction they want to move.
http://i104.photobucket.com/albums/m196/Spiritclaw/Pokemon/Card%20Avatars/CloysterCard.jpg


Slowpoke

Medium Aberration [Psionic, Aquatic]
Hitdice: 2d8+4 (13 hp)
Init: -5 (-5 Dex)
Speed: 5 ft., swim 5 ft.
AC: 7 (-5 dexterity, +2 natural), Touch 5, Flat-footed 7
Attacks: Slams +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam d3+2
Special Attacks: Psionics
Special Qualities: Always Surprised, Immune to Pain, Fire Resistance 5
Saves: Fort +1, Ref -5, Will +3
Abilities: Str 14, Dex 1, Con 13, Int 5, Wis 10, Cha 14
Skills: Profession: Fishing +6, Swim +15
Feats: Toughness
Climate/Terrain: Any marsh, river or underground.
Organization: Usually solitary
CR: 1/2
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 3-6 HD (medium)

Slowpokes do not feel pain, and are usually unresponsive to danger.
They resemble hippos with long, thick tails. The fur of a Slowpoke is
usually pink, with tufts of white on the face and the tip of the tail.

The tail of a Slowpoke constantly seeps out a viscous fluid that tastes
very good to most living creatures. Slowpokes move very slowly on land
or in the water, and are sometimes hunted for their delicious tail.
Slowpokes spend most of their time by the water's edge using their tail to
fish. It is difficult to determine whether or not they are ever asleep.

Combat:

Slowpokes rarely notice combat, and take a long time to engage a
threat. Once they finally get around to responding to danger they usually
attempt to cloud the minds of opposition.

Always Surprised (Ex): Even if a Slowpoke notices a threat, it reacts
so slowly that it cannot act during a surprise round.

Immune to Pain (Ex): Slowpokes do not react in any way to pain. Spells
and effects that are pain based (such as a symbol of pain) do not
effect them.
http://archives.bulbagarden.net/w/upload/7/70/079Slowpoke.png


Slowbro

Slowbro
Medium Aberration [Psionic, Aquatic]
Hitdice: 6d8+18 (45 hp)
Init: -4 (-4 Dex)
Speed: 10 ft., swim 10 ft.
AC: 11 (-4 dexterity, +5 natural), Touch 6, Flat-footed 11
Attacks: Slams +7
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam d3+3
Special Attacks: Psionics
Special Qualities: Always Surprised, Immune to Pain, Fire Resistance 5
Saves: Fort +4, Ref -2, Will +7
Abilities: Str 16, Dex 2, Con 15, Int 7, Wis 15, Cha 16
Skills: Profession: Fishing +11, Swim +20, Bluff +9
Feats: Toughness, Resist Poison
Climate/Terrain: Any marsh, river or underground.
Organization: Usually solitary
CR: 3
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 7-10 HD (medium), 11-18 HD (large)
Slowbro are physically slightly different Slowpoke, with a Shellder latched to its tail on a symbiotic, almost parasitic relationship with the Slowbro. The extra weight on its tail turned the Slowpoke bipedal. As a result of carrying this burden, its special abilities were developed greatly. Through the symbiotic relationship, the latched Shellder grows in a spiral shell instead of a bivalve.
http://archives.bulbagarden.net/w/upload/8/80/080Slowbro.png


Venonat

Venonat
Small Vermin
Hitdice: 3d8 (9 hp)
Init: +4 (+4 Dex)
Speed: 15 ft., Climb 10 ft.
AC: 16 (+1 size, +1 natural, +4 Dex), Touch 15, Flat-footed 12
Attacks: Slam +7
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam d3-1
Special Attacks:
Special Qualities: Vermin Traits
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 8, Dex 19, Con 11, Int 5, Wis 16, Cha 4
Skills: Move Silently +9, Spot +15, Climb +12
Feats: Weapon Finesse Slam
Climate/Terrain: Forests and plains.
Organization: Usually Solitary
CR: 2
Treasure: 1/2 Standard.
Alignment: Usually Neutral
Advancement: 4-7 HD (small)
Commonly considered a pest in many urban areas the poisonous Venonat is the precursor to the sought after Venomoth. Venonats are squat round creatures covered in puffy violet fur to purple fur. Two rather large feet allow it hop and flee from many common predators and it's large bright red compound eyes give it excellent night vision. A common tactic to ward off venonats is the use of fires and torches both of which cause the creature to flee thinking it to be a fire pokemon.
http://archives.bulbagarden.net/w/upload/a/ad/048Venonat.png


Venomoth

Venomoth
Medium Magical Beast
Hitdice: 11d10 (60 hp)
Init: +8 (+4 Dex. +4 Improved Initiative)
Speed: 10 ft., Fly 90 ft. (good)
AC: 16 (+2 natural, +4 Dex), Touch 14, Flat-footed 12
Attacks: Slam +15
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam d4+1
Special Attacks:
Special Qualities:
Saves: Fort +7, Ref +11, Will +7
Abilities: Str 12, Dex 19, Con 11, Int 9, Wis 18, Cha 4
Skills: Move Silently +13, Spot +24, Climb +6, Hide +7
Feats: Ability Focus(fill in the blank), Wingover, Flyby Attack
Climate/Terrain: Any Forests and Underground.
Organization: Usually Solitary
CR: 8
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 12-20 HD (Medium)
The poison moth pokemon. These evolved venonats are much sought after by both trainers and coordinators for various reasons. The venomoth's wings shed a constant mild paralytic that can be used in both combat and as a form of medicine. Venomoths are nocturnal and share the natural fear of fire found in many bug-type pokemon.
http://archives.bulbagarden.net/w/upload/thumb/d/d3/049Venomoth.png/140px-049Venomoth.png


Rattata

Tiny Beast
Hitdice: 1/2d10 (2 hp)
Init: +4 (+4 Dex)
Speed: 15 ft., climb 15 ft.
AC: 16 (+2 size, +4 Dex), Touch 16, Flat-footed 12
Attacks: Bite +6
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Damage: Bite d3-4 plus sneak attack
Special Attacks: Tail Whip, Sneak Attack
Special Qualities:
Saves: Fort +0, Ref +4, Will +1
Abilities: Str 2, Dex 19, Con 10, Int 5, Wis 13, Cha 8
Skills: Balance +15, Climb +15, Bluff +6, Hide +19, Move Silently +11
Feats: Weapon Finesse Bite
Climate/Terrain: any wilderness
Organization: swarm (10-100)
CR: 1/4
Treasure: Standard.
Alignment: Often Neutral
Advancement: HD 2-4 (Tiny), 5-6 (small)
A rodent type pokemon Rattata have a unique purple pigementation. Rattata have a fast metabolism. As a result, it spends most of its fast-paced life looking for food. Thanks to their sharp fangs, they are able to eat nearly anything. However, because they constantly need to chew on hard material to keep their teeth at a manageable length, it is hard to tell if they are actually eating something, or merely gnawing on it. When they are threatened, Rattata can deliver a powerful bite. In addition to its highly unspecialized diet, Rattata will also build their nests virtually anywhere. They are a common sight in many places, and can become a nuisance due to their rapid reproductive rate. It is said that for every one Rattata, forty other are hidden somewhere. Most young Trainers will train Rattata due to their easy accessibility.
A rattata recieves a +4 racial bonus to hide and move silently
checks and a +8 racial bonus on balance checks. It uses its Dexterity
modifier for climb checks.
http://archives.bulbagarden.net/w/upload/thumb/4/46/019Rattata.png/140px-019Rattata.png

Raticate

Raticate
Small Magical Beast
Hitdice: 7d10 (38 hp)
Init: +3 (+3 Dex)
Speed: 30 ft., climb 30 ft.
AC: 17 (+1 size, +3 natural, +3 Dex), Touch 14, Flat-footed 14
Attacks: Bite +11
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Bite d4+3 (17-20 threat, x3 crit),
Special Attacks:
Special Qualities:
Saves: Fort +5, Ref +10, Will +2
Abilities: Str 15, Dex 17, Con 10, Int 9, Wis 11, Cha 12
Skills: Balance +22, Climb +14, Bluff +10, Hide +18, Move Silently +13
Feats: Weapon Finesse Bite, Improved Critical Bite, Lightning Reflexes
Climate/Terrain: any wilderness
Organization: Solitary or pair.
CR: 6
Treasure: Standard.
Alignment: Often Neutral
Advancement: HD 8-12 (small), 13-17 (medium)
The evolved form of rattata these larger more aggressive versions of the rattata have been for many years considered a nuisance. They are known to eat nearly anything edible and have been commonly seen raiding trachcans in cities searching for food.
http://archives.bulbagarden.net/w/upload/f/f4/020Raticate.png


Weedle

Weedle
Tiny Vermin
Hitdice: d8 (4 hp)
Init: +0 (+0 Dex)
Speed: 20 ft., climb 10 ft.
AC: 14 (+2 size, +2 natural), Touch 12, Flat-footed 14
Attacks: Gore +2
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Damage: Gore 1d3-1
Special Attacks:
Special Qualities:
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 9, Dex 11, Con 10, Int -, Wis 10, Cha 8
Skills: Climb +12, Move Silently +6
Feats: Weapon Finesse Gore
Climate/Terrain: forests and plains
Organization: Solitary, pack (3-5), or swarm (100 or more)



CR: 1/3
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 2-4 (Tiny), 5-6 (small)
Weedle is a small, yellow caterpillar Pokémon with a segmented body. Weedle has little pink feet and a pink, round nose. Weedle has a stinger on both its tail and head.
http://archives.bulbagarden.net/w/upload/thumb/d/df/013Weedle.png/100px-013Weedle.png

Kakuna

Kakuna
Small Vermin
Hitdice: 5d8+10 (32 hp)
Init: -1 (-1 Dex)
Speed: 10 ft., Climb 10 ft.
AC: 20 (+1 size, +10 natural, -1 Dex), Touch 10, Flat-footed 20
Attacks: Slam +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam d4-1
Special Attacks:
Special Qualities:
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 9, Dex 9, Con 14, Int -, Wis 10, Cha 8
Skills: Climb +12, Move Silently +5
Feats:
Climate/Terrain: forests and plains
Organization: Solitary.
CR: 1
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 6-9 (small)
Kakunas are an in-between stage of beedrill and weedle. Kakunas are
incompletely formed and and barely move.
http://archives.bulbagarden.net/w/upload/f/f0/014Kakuna.png

Beedrill

Beedrill
Small Magical Beast
Hitdice: 10d10+10 (65 hp)
Init: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft., climb 10 ft., fly 80 ft. (perfect)
AC: 19 (+1 size, +4 natural, +4 Dex), Touch 15, Flat-footed 15
Attacks: 2 Needles +13, Stinger +15
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: 2Needle 1d4-1 and , Stinger 1d6-1
Special Attacks:
Special Qualities: SR 15, Rage, haste
Saves: Fort +8, Ref +11, Will +5
Abilities: Str 9, Dex 18, Con 12, Int 15, Wis 14, Cha 15
Skills: Escape Artist +14, Tumble +14, Climb +9, Move Silently +14
Feats: Weapon Finesse Stinger, Weapon Finesse Needle, Improved
Initiative, Extra Rage, Multiattack, Flyby Attack
Climate/Terrain: forests and plains
Organization: Solitary or Swarm (100 or more)
CR: 7
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 11-15 (Small), 16-20 (Medium)
Beedrill resemble large bees with conical spikes on the ends of two of
their arms. Beedrills are poisonous, dangerous, and filled with a fury
that is incomprehensible. Beedrills usually congregate in hives which
are hidden in trees. However, sometimes a Beedrill will go out on long
journeys by itself looking for sources of food.
Beedrills are more intelligent than their previous forms, and unless
they freak out, can be reasoned with. Smaller than a man, Beedrills are
none-the-less feared for their 3 poisonous barbs and foul disposition.
http://tn3-2.deviantart.com/fs13/300W/f/2007/083/2/5/Beedrill_by_greyanimebeast.jpg


Zubat

Zubat
Small Magical Beast
Hitdice: 1d10-1 (4 hp)
Init: +3 (+3 Dex)
Speed: 5 ft., fly 90 ft. (good)
AC: 14 (+1 size, +3 Dex), Touch 14, Flat-footed 11
Attacks: Bite +5
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Bite 1d3+3
Special Attacks:
Special Qualities: Blindsight 120 ft.
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 4, Dex 17, Con 8, Int 7, Wis 12, Cha 15
Skills: Listen +13, Move Silently +7, Tumble +7, Hide +9
Feats: Weapon Finesse Bite, Flyby Attack
Climate/Terrain: Underground.
Organization: Solitary or Swarm (100+ Zubats plus 1-20 Golbats)
CR: 1/2
Treasure: 1/2 standard.
Alignment: Usually Neutral.
Advancement: 2-4 HD (Tiny)
Zubat is a small, blue bat-like Pokémon. It has two long, skinny tails. Zubat's face lacks any eyes and a nose. The insides of Zubat's ears and undersides of its wings are purple.
http://tn1-2.pv.deviantart.com/fs8/150/i/2005/281/c/f/Zubat_by_AnnaJ.jpg

Golbat

Golbat
Medium Magical Beast
Hitdice: 5d10-5 (22 hp)
Init: +3 (+3 Dex)
Speed: 5 ft., fly 120 ft. (good)
AC: 13 (+3 Dex), Touch 13, Flat-footed 10
Attacks: Bite +8
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Bite 2d4-1
Special Attacks:
Special Qualities: Blindsight 120 ft.,Damage Reduction 5/+2
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 8, Dex 17, Con 8, Int 9, Wis 14, Cha 17
Skills: Listen +18, Move Silently +8, Tumble +8, Hide +7
Feats: Weapon Finesse Bite, Flyby Attack, Expertise
Climate/Terrain: Underground
Organization: Solitary or Swarm (100+ Zubats plus 1-20 Golbats)
CR: 4
Treasure: Standard
Alignment: Usually Neutral
Advancement: 6-9 HD (Medium)
The larger evolved form of Zubat this pokemon develops a rather impressive jaw and a functional set of eyes, though primarily still relies upon sonar.Golbat has a large mouth with four fangs. It now has a small pair of white eyes. Golbat has short pair of legs and the same coloring as Zubat.
http://i4.photobucket.com/albums/y114/Encyclopika/Golbat.jpg


Spearow

Spearow
Tiny Magical Beast
Hitdice: d10+1 (6 hp)
Init: +2 (+2 Dex)
Speed: 20 ft., fly 40 ft. (poor)
AC: 15 (+2 size, +1 natural, +2 Dex), Touch 14, Flat-footed 13
Attacks: Bite +4
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Damage: Slam d3-2
Special Attacks:
Special Qualities:
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 7, Dex 12, Con 12, Int 5, Wis 12, Cha 13
Skills: Wilderness Lore +6, Intimidate +6
Feats: Weapon Finesse Bite, Ability Focus:
Climate/Terrain: any wilderness
Organization: Solitary or pair
CR: 1
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 2-4 (Tiny), 5-6 (small)
This brown avian is very small. It has rough plumage. It has the beak shape similar to that of raptors. Spearow has three-taloned, light pink feet. Its wings are a pinkish-red.
http://archives.bulbagarden.net/w/upload/8/8b/021Spearow.png\

Fearow

Fearow
Medium Magical Beast
Hitdice: 12d10+36 (102 hp)
Init: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 80ft. (good)
AC: 20 (+6 natural, +4 Dex), Touch 14, Flat-footed 16
Attacks: Bite +16
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: d8+3
Special Attacks:
Special Qualities: DR 10/+1,
Saves: Fort +11, Ref +12, Will +8
Abilities: Str 15, Dex 18, Con 16, Int 11, Wis 14, Cha 19
Skills: Wilderness Lore +7, Intimidate +15, Hide +15, Listen +8
Feats: Weapon Finesse Bite, Ability Focus , Greater Ability Focus
, Death Blow, Iron Will
Climate/Terrain: any wilderness
Organization: Solitary or Pair
CR: 9
Treasure: Standard.
Alignment: Often Neutral
Advancement: HD 13-18 (Medium), 19-24 (Large)
Fearow is a large cormorant-like bird with a vulture-like neck. It has a large pointed beak and a red crown like line of spikes upon its head. Fearow builds its nest on highly elevated areas; they are commonly seen on the peaks of rock spires near canyons. Very tall trees can make a useful substitute for their nests. They are highly territorial and quick to anger, often attacking those who tread too near to their nests.
http://archives.bulbagarden.net/w/upload/a/a0/022Fearow.png


Pidgey

Tiny Beast
Hitdice: d10 (5 hp)
Init: +1 (+1 Dex)
Speed: 20 ft., fly 40 ft. (average)
AC: 14 (+2 size, +1 natural, +1 Dex), Touch 13, Flat-footed 13
Attacks: Slam +2
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Damage: Slam d3-3
Special Attacks:
Special Qualities:
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 5, Dex 12, Con 10, Int 5, Wis 12, Cha 13
Skills: Spot +6, Listen +6
Feats: Weapon Finesse Slam
Climate/Terrain: any wilderness
Organization: Solitary or pair
CR: 1/2
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 2-4 (Tiny), 5-6 (small)
Pidgey resembles a small, plump-bodied bird. It is a brown color, with a lighter colored throat and belly. The tips of its wings share this cream color. Both its feet and beak are a pinkish-gray color. Its plumage is fairly nondescript, particularly compared to its evolutions Pidgeotto and Pidgeot. It has black markings around its eyes and a small crest of brown and cream feathers above its eyes.Pidgey are very common and can be seen in a variety of environments. It is a docile Pokémon, and generally prefers to flee from its enemies rather than fight them. Pidgey's small size permits it to easily hide in long grass, where it is typically found foraging for small insects. It is known to flush out potential prey from long grass by flapping its wings rapidly. This maneuver also serves to protect Pidgey from enemies. If disturbed, a Pidgey is capable of sending a blinding cloud of dust into the air, permitting it to make its escape. This evasive technique can also be applied to battles. While Pidgey generally do not like to fight, they have been known to strike with surprising fierceness when they are cornered. While Pidgey make ideal targets for young trainers, due to their temperaments, it is not unheard of for novice trainers to be seriously injured by a panicked Pidgey.
http://archives.bulbagarden.net/w/upload/5/55/016Pidgey.png

Pidgeotto

Pidgeotto
Small Beast
Hitdice: 7d10 (38 hp)
Init: +3 (+3 Dex)
Speed: 20 ft., Fly 120 ft. (good)
AC: 17 (+1 size, +3 natural, +3 Dex), Touch 14, Flat-footed 14
Attacks: Bite +9
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Bite d4-1
Special Attacks:
Special Qualities: Improved Flight
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 9, Dex 16, Con 10, Int 9, Wis 12, Cha 13
Skills: Spot +6, Listen +6, Intimidate +6
Feats: Weapon Finesse Bite
Climate/Terrain: any wilderness
Organization: Solitary or pair.
CR: 5
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 8-12 (small), 13-17 (medium)
Pidgeotto is a large raptor-like bird. While its primary color is brown, its plumage is much more elaborate than its pre-evolution Pidgey. Its head-crest is much longer that Pidgey's and is a reddish color. The plumage of its tail is also quite colorful, alternating between red and yellow. Other than its ornamental plumage, its basic coloration is similar to Pidgey, with pinkish-gray feet and black markings around its eye. Pidgeotto has powerful talons to grasp prey so these claws can inflict a lot of damage.
http://tn3-1.deviantart.com/fs12/300W/i/2006/270/c/4/Pidgeotto_by_Reapoke.jpg

Pidgeot

Pidgeot
Medium Magical Beast
Hitdice: 16d10+16 (104 hp)
Init: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft., climb 10 ft., fly 250 ft. (good)
AC: 29 (+1 size, +6 natural, +5 Dex, +7 Special), Touch 23, Flat-footed
24
Attacks: Claws +21
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: 2d4+3
Special Attacks:
Special Qualities: DR 5/+1
Saves: Fort +8, Ref +11, Will +5
Abilities: Str 15, Dex 20, Con 12, Int 13, Wis 16, Cha 15
Skills: Spot +22, Listen +8, Intimidate +7, Jump +14
Feats: Weapon Finesse Claws, Snatch, Dodge, Mobility, Flyby Attack,
Improved Flyby Attack, Wingover
Climate/Terrain: any wilderness
Organization: Solitary or Pair
CR: 11
Treasure: Standard.
Alignment: Always Neutral
Advancement: HD 17-24 (Medium), 25-32 (Large)
Pidgeot bares striking resemblance to Pidgeotto; however, Pidgeot is noticeably larger than is pre-evolution. Its plumage tends to be larger and glossier. The feathers on its head-crest are nearly as long as its body, and are yellow and red. Its tail feathers are red colored. Like its previous evolutions, its underbelly is a tan color, and it has black markings around its eyes.
http://tn3-1.deviantart.com/fs15/300W/f/2007/096/1/a/Pigeot____by_EmeraldUmbreon5.jpg


Onix

Onix
Huge Elemental [Earth]
Hitdice: 16d8+112 (184 hp)
Init: +0 (+0 Dex)
Speed: 35ft./ Burrow 30ft.
AC: 28(-2 size, + 20natural), Touch 8, Flat-footed 28
Base Attack/Grapple: +12/+32
Attacks: Bite +22 melee
Face/Reach: 15 ft. (coiled)/10 ft.
Damage: Bite 2d8+18
Special Attacks: Screech, Crush
Special Qualities: DR 10/+1, Tremorsense 60 ft., Fire
Resistance 20
Saves: Fort +17, Ref +5, Will +4
Abilities: Str 35, Dex 10, Con 25, Int 6, Wis 9, Cha 10
Feats: Endurance, Diehard, Power Attack, Cleave, Improved Bullrush
Skills: Listen +18
Climate/Terrain: Underground.
Organization: Usually solitary
CR: 8
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 17-24 HD (Huge), 25-35 (Gargantuan)
The body of an Onix is covered with black stones that have endured so
much pressure that they are as hard as diamond. Resembling a tremendous
stone serpent, Onix tunnel through the earth as easily as they traverse
the surface. An Onix burrows so quickly and efficiently, that some
creatures make their homes entirely in the cave complexes that an Onix
leaves in its wake.
http://archives.bulbagarden.net/w/upload/9/9a/095Onix.png


Poliwag

Poliwag
Small Aberration [Water]
Hitdice: 1d8 (4 hp)
Init: +5 (+5 Dex)
Speed: 10 ft. (cannot run), swim 30 ft.
AC: 16 (+1 size, +5 Dex), Touch 16, Flat-footed 11
Attacks: tackle(1D2-1)
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: (1D2-1)
Special Attacks:
Special Qualities:
Saves: Fort +0, Ref +5, Will +2
Abilities: Str 3, Dex 20, Con 11, Int 4, Wis 11, Cha 12
Skills: Hide +11*, Swim +12, Jump +8, Spot +4
Feats: Alertness
Climate/Terrain: Any aquatic or near aquatic
Organization: Solitary or school (2-20)
CR: 1/6
Treasure: standard.
Alignment: Often Neutral
Advancement: 2-5 HD (small)
Poliwag resembles a tadpole. The swirl on Poliwag's abdomen is actually its intestines showing through its semitransparent skin. Poliwag can be found in small freshwater ponds and lakes that have an abundance of lily pads, as well as along the banks of tropical rivers.
http://archives.bulbagarden.net/w/upload/thumb/4/49/060Poliwag.png/140px-060Poliwag.png

Poliwhirl

Poliwhirl
Small Aberration [Water]
Hitdice: 6d8+6 (33 hp)
Init: +5 (+5 Dex)
Speed: 20 ft., swim 30 ft.
AC: 17 (+1 size, +1 natural, +5 Dex), Touch 16, Flat-footed 12
Attacks: 2 Slams +4 melee;
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam 1d4
Special Attacks:
Special Qualities: Fire resistance 5
Saves: Fort +3, Ref +9, Will +5
Abilities: Str 10, Dex 20, Con 13, Int 6, Wis 11, Cha 12
Skills: Hide +11*, Swim +15, Jump +13, Spot +9, Tumble +12, Listen +6
Feats: Alertness, Lightning Reflexes
Climate/Terrain: Any aquatic or near aquatic
Organization: Solitary or school (2-20, some of which may be Poliwags)
CR: 3
Treasure: standard.
Alignment: Often Neutral
Advancement: 7-10 HD (small), 11-14 HD (medium)
The evolved form of poliwag. This bipedal amphibian pokemon is typically found in marshes and small ponds and streams guarding a clutch of poliwag till they can evolve. A common and entertaining fact about the poliwhirl is that it's internal spiral somehow manages to reverse itself during evolution.
http://archives.bulbagarden.net/w/upload/a/a9/061Poliwhirl.png


Poliwrath

Poliwrath
Medium Aberration [Water]
Hitdice: 12d8+24 (78 hp)
Init: +3 (+3 Dex)
Speed: 40 ft., swim 60 ft.
AC: 19 (+6 natural, +3 Dex), Touch 13, Flat-footed 16
Attacks: 2 Slams +14 melee
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Slam 1d8+6
Special Attacks:
Special Qualities: Fire resistance 10
Saves: Fort +6, Ref +9, Will +8
Abilities: Str 19, Dex 16, Con 15, Int 6, Wis 11, Cha 14
Skills: Hide +6, Swim +26, Jump +16, Spot +9, Tumble +10, Listen +6,
Balance +15
Feats: Alertness, Lightning Reflexes, Weapon Focus: Slam, Weapon
Specialization: Slam
Climate/Terrain: Any aquatic or near aquatic
Organization: Usually solitary
CR: 8
Treasure: standard.
Alignment: Often Neutral
Advancement: 13-20 HD (medium)
Poliwrath appears more muscle-bound than Poliwhirl. Little is known about this stage of the poli-life cycle. This is primarily due to the rare natural occurrence of water stones which initiate this mon's evolution. it can be said however that a poliwrath is a fierce fighter amongst water-types and has been seen taking on creatures far larger than itself out of what can only be assumed is pride.
http://archives.bulbagarden.net/w/upload/thumb/2/2d/062Poliwrath.png/140px-062Poliwrath.png




Moves
We will be ascensions concept of using the tome of battle as a baseline. This will apply only to the Tms and Hms. many mon can get certain techniques naturally in the form of feats ala weapon specialties. Though for game balance you are limited to four attacks so pick carefully.

Pokeballs

Pokeballs
Pokeball-Target Level 3, DC 13 will save
Great Ball-Target Level 6, DC 17 will save
Ultra Ball-Target Level 9, DC 21 will save

Pokeballs are handled as a touch attack, which if it hits forces a will save vs. capture. All pokeballs have a target level associated with them, for those under the target level get only 1 save. Those above the target level get 2 saves, those twice the target level get 3 saves, those three times the target level get 4 saves, etc. A pokemon at 1/2 HP gets 1 less save, or a -2 penalty if they only get 1 save anyways. A pokemon at 1/4 HP gets 2 less saves, or a -4 penalty if they only get one save. A pokemon must fail all saves to be caught.


Items

need to be modded.

Advancement

evolution and it's intricacy. Pokemon advance like any monster through increasing their Hit Dice. In the natural world this would be slow and rather long process however, tamed mon go through a more rapid growth cycle thanks to their constant battles. Each mon progresses at it's own rate that varies between each species. Certain individuals may never evolve simply out of an inability or require special stones or events to advance to the next stage of their life cycle. The most often cited example of these unique evolutions is the Evee which must be exposed to an elemental stone to advance farther in form.


Badges

Each Gym within the Kanto region is devoted to a particular variety or element of mon. Within these centers trainers can acquire new insight into the nature of their own mon and also advance in rank. A trainer has the right to challenge A gym's leader in sanctioned battles. These contests of strength and cunning challenge a trainer and force him to prove that he is ready for the next leg of their journey. If a Trainer succeeds a defeats the leader they are given to gifts. The first is a TM machine; a unique device that allows a mon to learn combat styles in a matter of hours. The second and often most sought after prize is the badge of that particular gym. Each badge is unique and handcrafted in the gyms' home city. A trainer with multiple badges has proven they are strong and capable fighters in their own right and able to overcome many obstacles. This often gives a trainer a slight advantage when dealing with newer members and with their own mon.


Trainer classes.

We need to modify what we have.

The first skill.
Handle Pokemon
DC 5+Level Get the pokemon to comply with a simple request
DC 10+Level Get the pokemon to comply with a risky request.
DC 15+Level Get the pokemon to use the move you want to in battle
+10 Convince the pokemon that it was its idea in the first place and that it is winning a battle of wills against you by complying.
-5 penalty if they are aggressive or an opposing alignment and +5 if they are within the same alignment.


Feats
I'll keep adding.

Knaight
2008-09-06, 07:36 PM
You might want to use EDIT to move the TM HM list to your previous post and delete the new one.

Haruhi08
2008-09-06, 07:41 PM


That is how you make a bullet. ^-^

&
#
8
2
2
6
;

Just put those together to make a bullet. I feel smart. ^-^

black dragoon
2008-09-06, 07:46 PM
there fixed. call me haruhi...I kinda hung up....:smallredface:

Eighth_Seraph
2008-09-06, 07:55 PM
I'd like to get in on the ground floor of this with an important suggestion.

When making the pokémon, don't do what the original geocities guy (http://www.scshop.com/~ritaxis/pokemaster.html) did and grant each creature one or two set special abilities. Personally, I liked the way my eevee, jolteon, and flareon (http://www.giantitp.com/forums/showthread.php?t=86733) ended up, though I'm likely biased. I would suggest that we stat out every special attack possible (aside from tackle, bite, and the like, which would just be natural attacks) and then give each pokémon a list to choose from when it gains a certain amount of HD.

One thing that I must say right away, however, is not to use a Will save as a way of catching a pokémon. Especially when the DC is determined by an item. Way too easy to catch a dire bear at first level. The original system had a pretty good mechanism and class to start off with, based around knocking the pokémon unconscious.

Also, we'll want to define whether we're making a Pokémon campaign setting or an effective way to use pokémon in a standard setting. I would personally prefer the latter, but I'm not likely to contribute very much to this project. Here are my contributions, to start off with, I suppose.

Eevee
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.

Jolteon
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.

Flareon
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.

The format will likely conflict with whatever you guys come up with, but it might be a good starting point.

Haruhi08
2008-09-06, 07:58 PM
List of All Items:

• Antidote
• Awakening
• Bicycle
• Bike Voucher
• Burn Heal
• Calcium
• Carbos
• Card Key
• Coin
• Coin Case
• Dire Hit
• Dome Fossil
• Elixir
• Escape Rope
• Ether
• EXP. All
• Fire Stone
• Fresh Water
• Full Heal
• Full Restore
• Gold Teeth
• Good Rod
• Great Ball
• Guard Spec.
• Helix Fossil
• HP Up
• Hyper Potion
• Ice Heal
• Iron
• Item Finder
• Leaf Stone
• Lemonade
• Lift Key
• Master Ball
• Max Elixir
• Max Ether
• Max Potion
• Max Repel
• Max Revive
• Moon Stone
• Nugget
• Oak's Parcel
• Old Amber
• Old Rod-
• Paralyze Heal
• Poke Ball
• Poke Doll
• Poke Flute
• Potion
• PP Up
• Protein
• Rare Candy
• Repel
• Revive
• S. S. Ticket
• Safari Ball
• Secret Key
• Silph Scope
• Soda Pop
• Super Potion
• Super Repel
• Super Rod
• Thunder Stone
• Town Map
• Ultra Ball
• Water Stone
• X Accuracy
• X Attack
• X Defend
• X Special
• X Speed

Personally, I dont think we will need all of these.

Knaight
2008-09-06, 08:00 PM
I would add a feat category. I'm thinking that feats could be used for specialization. For instance:

Psychic Aspect
Prerequisites: None
Benefit: Gain +2 to handle animal checks with psychic pokemon.

Psychic Reserve:
Prerequisites: Psychic Aspect
Benifit: All pokemon gain 2 temporary hit points whenever they use a psychic ability. These do not stack.

Photosynthesis
Prerequisites: Grass Subtype
Benifit: Gain Fast Healing 1 when in direct sunlight.

black dragoon
2008-09-06, 08:01 PM
*tackles Seraph*
Woot!
My major issue with is working over capture and evolution. Personally I think A mon should function like a class. Gaining expirience with each battle it's in rather than by a skill. Otherwise wild evolved mons make no sense.

Special feats would be pretty good. maybe also some trainer specific feats as well depending on what they aim at.

Knaight
2008-09-06, 08:26 PM
Yeah, that said the skill should still have some use. And the pokeball I made is exclusively for pokemon games, in a normal game, opposed strength check. Since that doesn't fit with the material, as massive guys like steelix are no harder to catch than equally leveled pichus, will save works better.

black dragoon
2008-09-06, 08:30 PM
Alright, Skill checks how should they apply. Mabye training your mon to keep it in fighting form and as a sort of mon diplomacy check that allows trainers to more easily work with them and calm them down if they get aggressive.

Knaight
2008-09-06, 08:31 PM
More like getting them to actually help you in out of combat situations, rather than either not understanding or being deliberately obtuse.

black dragoon
2008-09-06, 08:33 PM
That would work.

Knaight
2008-09-06, 08:47 PM
Also feat section up above. Please.

Haruhi08
2008-09-06, 08:48 PM
?? That's what badges do. When you start out, you are allowed to control any pokemon up to certain level. Once that level is surpassed, it will just lounge around and not really care what you say, sometimes will attack with whatever it wants and will sometimes do what you say. When you get the next badge, the level goes up and that pokemon will start listening to you again. Each badge you get means you can control higher level pokemon and once you get the final badge, you can control all pokemon of all levels. As for a check to see if they listen or not, I think that should only be aplied to the pokemon outside of your range if you know what I mean.

Knaight
2008-09-06, 08:51 PM
Badges could allow variations of Take 10. The first badge would allow take 10 in stressful situations, then there would be take 11, take 12, take 13, etc, all the way up to take 20, and all as a single action. Sort of like that one psionic skill.

Or the first one could allow take 10 and the rest could be +2 bonuses. A more obvious method, that would stack with the aspect feats.

black dragoon
2008-09-06, 08:52 PM
This mechanic will be used elswhere probaley. But, she needs to keep it simple for now. Maybe we can retcon it in later down the road.

I take that back. That works. darned ninjas.

Knaight
2008-09-06, 08:55 PM
What me? Of course it works.

black dragoon
2008-09-06, 08:59 PM
So we gonna write up that skill tonight? Give examples of the base Dcs and whatnots?

Knaight
2008-09-06, 09:04 PM
OK.
Handle Pokemon
DC 5+Level Get the pokemon to comply with a simple request
DC 10+Level Get the pokemon to comply with a risky request.
DC 15+Level Get the pokemon to use the move you want to in battle
+10 Convince the pokemon that it was its idea in the first place and that it is winning a battle of wills against you by complying.

black dragoon
2008-09-06, 09:40 PM
That will work. :smallsmile: figure -5 penalty if they are aggressive or an opposing alignment and +5 if they are within the same alignment.

Haruhi08
2008-09-06, 09:51 PM
List of Pokemon in Alphabetical Order:


• #063 Abra - Psychic
• #064 Kadabra - Psychic
• #065 Alakazam - Psychic
• #142 Aerodactyl - Rock / Flying
• #144 Articuno - Ice / Flying
• #069 Bellsprout - Grass / Poison
• #070 Weepinbell - Grass / Poison
• #071 Victreebel - Grass / Poison
• #001 Bulbasaur - Grass / Poison
• #002 Ivysaur - Grass / Poison
• #003 Venusaur - Grass / Poison
• #010 Caterpie - Bug
• #011 Metapod - Bug
• #012 Butterfree - Bug / Flying
• #113 Chansey - Normal
• #004 Charmander - Fire
• #005 Charmeleon - Fire
• #006 Charizard - Fire / Flying
• #035 Clefairy - Normal
• #036 Clefable - Normal
• #104 Cubone - Ground
• #105 Marowak - Ground
• #050 Diglett - Ground
• #051 Dugtrio - Ground
• #132 Ditto - Normal
• #084 Doduo - Normal / Flying
• #085 Dodrio - Normal / Flying
• #147 Dratini - Dragon
• #148 Dragonair - Dragon
• #149 Dragonite - Dragon / Flying
• #096 Drowzee - Psychic
• #097 Hypno - Psychic
• #133 Eevee - Normal
• #136 Flareon - Fire
• #135 Jolteon - Electric
• #134 Vaporeon - Water
• #023 Ekans - Poison
• #024 Arbok - Poison
• #125 Electabuzz - Electric
• #102 Exeggcute - Grass / Psychic
• #103 Exeggutor - Grass / Psychic
• #083 Farfetch'd - Normal / Flying
• #092 Gastly - Ghost / Poison
• #093 Haunter - Ghost / Poison
• #094 Gengar - Ghost / Poison
• #074 Geodude - Rock / Ground
• #075 Graveler - Rock / Ground
• #076 Golem - Rock / Ground
• #118 Goldeen - Water
• #119 Seaking - Water
• #088 Grimer - Poison
• #089 Muk - Poison
• #058 Growlithe - Fire
• #059 Arcanine - Fire
• #107 Hitmonchan - Fighting
• #106 Hitmonlee - Fighting
• #116 Horsea - Water
• #117 Seadra - Water
• #039 Jigglypuff - Normal
• #040 Wigglytuff - Normal
• #124 Jynx - Ice / Psychic
• #140 Kabuto - Rock / Water
• #141 Kabutops - Rock / Water
• #115 Kangaskhan - Normal
• #109 Koffing - Poison
• #110 Weezing - Poison
• #098 Krabby - Water
• #099 Kingler - Water
• #131 Lapras - Water / Ice
• #108 Lickitung - Normal
• #066 Machop - Fighting
• #067 Machoke - Fighting
• #068 Machamp - Fighting
• #129 Magikarp - Water
• #130 Gyarados - Water / Flying
• #126 Magmar - Fire
• #081 Magnemite - Electric
• #082 Magneton - Electric
• #056 Mankey - Fighting
• #057 Primeape - Fighting
• #052 Meowth - Normal
• #053 Persian - Normal
• #151 Mew - Psychic
• #150 Mewtwo - Psychic
• #146 Moltres - Fire / Flying
• #122 Mr. Mime - Psychic
• #029 Nidoran Female - Poison
• #030 Nidorina - Poison
• #031 Nidoqueen - Poison / Ground
• #032 Nidoran Male - Poison
• #033 Nidorino - Poison
• #034 Nidoking - Poison / Ground
• #043 Oddish - Grass / Poison
• #044 Gloom - Grass / Poison
• #045 Vileplume - Grass / Poison
• #138 Omanyte - Rock / Water
• #139 Omastar - Rock / Water
• #095 Onix - Rock / Ground
• #046 Paras - Bug / Grass
• #047 Parasect - Bug / Grass
• #016 Pidgey - Normal / Flying
• #017 Pidgeotto - Normal / Flying
• #018 Pidgeot - Normal / Flying
• #025 Pikachu - Electric
• #026 Raichu - Electric
• #127 Pinsir - Bug
• #060 Poliwag - Water
• #061 Poliwhirl - Water
• #062 Poliwrath - Water / Fighting
• #077 Ponyta - Fire
• #078 Rapidash - Fire
• #137 Porygon - Normal
• #054 Psyduck - Water
• #055 Golduck - Water
• #019 Rattata - Normal
• #111 Rhyhorn - Ground / Rock
• #112 Rhydon - Ground / Rock
• #027 Sandshrew - Ground
• #028 Sandslash - Ground
• #123 Scyther - Bug / Flying
• #086 Seel - Water
• #087 Dewgong - Water / Ice
• #090 Shellder - Water
• #091 Cloyster - Water / Ice
• #079 Slowpoke - Water / Psychic
• #080 Slowbro - Water / Psychic
• #143 Snorlax - Normal
• #021 Spearow - Flying
• #022 Fearow - Normal / Flying
• #007 Squirtle - Water
• #008 Wartortle - Water
• #009 Blastoise - Water
• #120 Staryu - Water
• #121 Starmie - Water / Psychic
• #114 Tangela - Grass
• #128 Tauros - Normal
• #072 Tentacool - Water / Poison
• #073 Tentacruel - Water / Poison
• #048 Venonat - Bug / Poison
• #049 Venomoth - Bug / Poison
• #100 Voltorb - Electric
• #101 Electrode - Electric
• #037 Vulpix - Fire
• #038 Ninetales - Fire
• #013 Weedle - Bug / Poison
• #014 Kakuna - Bug / Poison
• #015 Beedrill - Bug / Poison
• #145 Zapdos - Electric / Flying
• #041 Zubat - Poison / Flying
• #042 Golbat - Poison / Flying

black dragoon
2008-09-06, 09:58 PM
Thank You Love!:smallbiggrin:

Knaight
2008-09-06, 10:20 PM
I'm thinking that a semi alphabetical order, with evolution groups is a better idea. Using the first letter of the first evolution for order. Or just using the normal order.

Zeful
2008-09-06, 10:25 PM
I think it would be best to use the Animal companion system that druids use to advance there pets.

black dragoon
2008-09-06, 10:30 PM
I'll have to look that up. Wanna Help?:smallbiggrin:

Haruhi08
2008-09-06, 10:36 PM
http://i4.photobucket.com/albums/y149/Sango_Domona/Kanto-Full-Map.jpg

List of Places in the Kanto Region:

• Pellet Town
• Route 1
• Viridian City
• Route 2
• Viridian Forest
• Pewter City
• Route 3
• Mt. Moon
• Route 4
• Cerulean City
• Route 24
• Route 25
• Route 5
• Route 6
• Vermilion City
• Route 11
• Diglett's Cave
• Route 9
• Rock Tunnel
• Route 10
• Lavender Town
• Route 8
• Route 7
• Celadon City
• Pokemon Tower
• Saffron City
• Route 12
• Route 13
• Route 14
• Route 15
• Fuchia City
• Route 18
• Route 17
• Route 16
• Power Plant
• Route 19
• Seafoam Island
• Route 20
• Cinnabar Island
• Route 21
• Victory Road
• Indigo Plateu
• Mystery Dungeon

black dragoon
2008-09-06, 10:43 PM
That looks very nice.:smallbiggrin:
Alright now we have a map. some fluff. All we need is some people to help with this. :smalltongue:

Haruhi08
2008-09-06, 11:10 PM
Any more lists you want? ^-^

Oh, and I editted the Pokemon list.... just for you, Knaight. xD

black dragoon
2008-09-06, 11:14 PM
Should be good for now love also

http://tn3-2.deviantart.com/fs8/300W/i/2005/347/7/f/Biglett_by_Hail_NekoYasha.png

AstralFire
2008-09-07, 06:48 AM
Are you planning on allowing people to be other classes than trainer in this game? That is important to balance issues.

Knaight
2008-09-07, 10:10 AM
The plan was not to. There may be gym leader prestige classes, although I'm thinking that feats would better cover that.

black dragoon
2008-09-07, 10:19 AM
Maybe further down the road. Right now though we're trying to get this going for the Gaia RP which will include many first-time players of a D20 system so we're trying to keep it simple.

AstralFire
2008-09-07, 11:40 AM
Well, that makes balancing simpler, since otherwise it'll be a headache trying to balance someone carrying around six monsters.

In that case, you may wish to scrap the entire idea of a trainer class. The only relevant thing that would be improving is skill, and that's not very much.

I would make a unified class based off of the Warblade with a d8 HP, fewer class features as the basis for a Pokémon class. Use ToB to cover all moves, not just TMs/HMs, and a strict limit of 4 like in the games would probably be a little hard to explain in an RP system/not really add much.

A TM/HM would just be a Martial Study feat in that case, or it could work like a more limited version of the Crown of White Ravens.

black dragoon
2008-09-07, 11:50 AM
Yeah I know we( Haruhi and myself) were talking the same thing last night. We may very well do that in the Gaia Rp but I'll still do a class for later use. Really it boils down to a hundred fifty(ish) stats blocks, some Items and a combat method that makes sense.

Also, are you in? I need to draw up a roster in the next day or so. We'd love to have you on.:smallsmile:
ninjas...
I need to download a copy of ToB today I guess....

AstralFire
2008-09-07, 12:06 PM
Yeah I know we( Haruhi and myself) were talking the same thing last night. We may very well do that in the Gaia Rp but I'll still do a class for later use. Really it boils down to a hundred fifty(ish) stats blocks, some Items and a combat method that makes sense.

Also, are you in? I need to draw up a roster in the next day or so. We'd love to have you on.:smallsmile:
ninjas...
I need to download a copy of ToB today I guess....

You should reconsider sticking to the original 151.

http://www.pokemex.com/imagenes/392Infernape_1.png
The new hotness.

I have job hunting and two other projects I'm concurrently working on, but I'll drop in and help with this one when I can.

black dragoon
2008-09-07, 12:09 PM
I never said we would not expand. Right now were doing the one fifty one to save on the workload and also to get a good baseline of how things are going to work.

I don't know these still strike me as pretty cool.

http://tn3-1.deviantart.com/fs27/300W/f/2008/136/f/d/POKEMON___Venom_Candy_by_blix_it.jpg

Drascin
2008-09-07, 12:19 PM
Alright, so black dragoon kinda asked me to help a bit... so, where should I start? Do we call dibs on particular mons openly or something? :smalltongue:

Also, we're not supposed to talk pdf'd copies of sourcebooks here, dragoon, so even if I knew where you could get a ToB, I couldn't tell you. Board rules, y'see.

black dragoon
2008-09-07, 12:24 PM
Yeah...sorry about that...:smallredface:
Yeah call dibs and mark you down for that mon. We have pretty solid stats on Evee, flareon and I think jolteon... beyong that it's open season on the first 151
stat them out as normal monsters for now and I can apply any changes needed later down the road when I compile the stats

Drascin
2008-09-07, 12:40 PM
Alright. How will we represent level gains? By extra hit dice? Just to know, so I can more or less adjust evolution's hit dice.

Also, as for dibs... I'd like Scyther, Staryu/Starmie, and, if possible to do legendaries, maybe Articuno or Mewtwo.

And Magikarp, for laughs. Shortest statblock ever :smalltongue:.

black dragoon
2008-09-07, 12:48 PM
Start at the single evolutions and I'll post how evolutions work. Figure Pokemon evolve after they advance in enough levels right? Stat blocks are going to serve as wild pokemon and trained pokemon will advance like a monster class, gaining some experience after each battle. Starmie and Staryu are a two-tier evolution and probably won't evolve till level ten or so if they are trained. I can do classes once I have the stats blocks thanks to a friend owning savage species who I can borrow from with ease.

AstralFire
2008-09-07, 12:57 PM
Evolution happens for a variety of reasons, even in RBY there are pokemon that show up in the wild well before they can appear via evolution and wild versions of Stone/Traded pokémon.

black dragoon
2008-09-07, 01:01 PM
Yeah I know Figure special evolutions like that will be noted. Wait Starmie/Staryu is one isn't it? I can't remember off the top of my head. I imagine That a stone or trade evolution still has to reach X level before it can evolve anyways, and like I said stat blocks are wild pokemon anyways.

AstralFire
2008-09-07, 01:14 PM
Yeah I know Figure special evolutions like that will be noted. Wait Starmie/Staryu is one isn't it? I can't remember off the top of my head. I imagine That a stone or trade evolution still has to reach X level before it can evolve anyways, and like I said stat blocks are wild pokemon anyways.

Staryu + Water Stone = Starmie. Starmie does not appear in the wild.
Pikachu + Thunder Stone = Raichu. Raichu DOES appear in the wild.

No level required.

black dragoon
2008-09-07, 01:17 PM
Right then, No level for evolution but a level two raichu is not really what a lot of trainers are looking for. Astral fire are you willing to stat out some pokemon by the way?

Drascin
2008-09-07, 01:21 PM
Right then, No level for evolution but a level two raichu is not really what a lot of trainers are looking for. Astral fire are you willing to stat out some pokemon by the way?

Still, we can alter the rules a bit, since we'll probably have to make the Raichu base statblock better than Pikachu's, asking for some levels before using the Thunderstone shouldn't be that unthinkable. There are times when absolute fidelity to the source has to give a bit for ease of implementation.

Oh, by the way, anyone mind if I use Psionic powers for the psy-types? It seems to fit a lot :smalltongue:

black dragoon
2008-09-07, 01:24 PM
True enough. Besides it seems like many pokemon naturally as they fight build up an urge to evolve(one annoying yellow mouse being the exception) I imagine that a stone works best when they are at the peak of the whole evolution urge cycle.
Feel free I suggested that in the original thread. Just pass what powers your using by me and knaight to see if they aren't overpowering.

Drascin
2008-09-07, 01:29 PM
A psionic power, overpowering? :smalltongue:. I'm not using the 'field, and that's about the only overpowered psi power there is. Believe me, that's the least of my concerns when it comes to overpowering. I'm more worried by the fact I'm used to designing monsters for a very strong party, and there's a chance I make them wayy to strong in general :smallsigh:

AstralFire
2008-09-07, 01:30 PM
Right then, No level for evolution but a level two raichu is not really what a lot of trainers are looking for. Astral fire are you willing to stat out some pokemon by the way?

Monster creation isn't my forte. But I might stat out some fire-types. Moltres, Ninetales and Arcanine heading up that list.

black dragoon
2008-09-07, 01:31 PM
By all means!:smallbiggrin: Also if you do arcanine and ninetails Could you possibly growlith and vulpix as well for the sake of consistency?

Legendary types should be hard fights. No one will catching them trust me, and like I said pass them by me and I'll tell you if they are to strong.

Drascin
2008-09-07, 01:50 PM
Legendary types should be hard fights. No one will catching them trust me, and like I said pass them by me and I'll tell you if they are to strong.

Yeah, I was thinking Mewtwo, and I think he should likely be damn uber, and should probably be taken on by the whole group of trainers at the same time - no dueling chivalry here. He was the Pokémon God for generations, and it should show.

In fact, he should be the kind of thing Balors are to most D&D parties - something to fear until you are very, very high level, and very, very prepared, and few campaigns even make it to the point when you can slay one.

But that's my opinion, of course. I can certainly make a lower-powered Mewtwo - I'll just not feel he's the real deal :smallwink:

black dragoon
2008-09-07, 01:52 PM
Agreed I was terrified of the fight with Mewtwo. In the real life pokemon Art gallery It's described as taking down a snorlax single handed.:smalleek: and these guys don't have any real special attacks or anything...

Drascin
2008-09-07, 02:10 PM
I'm going to go more for the game/anime version of Mewtwo than the Realpokemon version, tho. Which means he, well, can blow up an island if he's feeling antsy, and he's ruthless enough to do so. Again, caution and massive hyerbeam bombardment from long distance is advised :smallbiggrin:

Also, would it be too strong to give Staryu Regeneration or should I just keep to Fast Healing?

black dragoon
2008-09-07, 02:15 PM
Fast healing or maybe regen. 1/4 (1 hit point every four rounds.)

AstralFire
2008-09-07, 02:15 PM
I'm going to go more for the game/anime version of Mewtwo than the Realpokemon version, tho. Which means he, well, can blow up an island if he's feeling antsy, and he's ruthless enough to do so. Again, caution and massive hyerbeam bombardment from long distance is advised :smallbiggrin:

Also, would it be too strong to give Staryu Regeneration or should I just keep to Fast Healing?

The anime versions of all the legendaries would be crazy... Pretty sure all the Tier 1 and 2 pokés are epic.

black dragoon
2008-09-07, 02:18 PM
Figure Legendary pokemon are epic or at least high teens for CR. Mew and Mewtwo especially. Venusaur, Charizard and Blastoise are not possible till what level thirty three or so? so figure at level twelve or so the second stages can evolve into them.

Drascin
2008-09-07, 02:27 PM
The anime versions of all the legendaries would be crazy... Pretty sure all the Tier 1 and 2 pokés are epic.

What do you call Tier 1 and 2? Because Tyranitar is top tier in non-uber metagame, and he's been shown in the anime, and was distinctly non-epic. Extremely strong, but not epic. Much like Dragonite had been shown previously, now that I think about it.

But yes, the legendaries should be crazy. Things like Suicune and Articuno are almost pure representations of the concept of winter - they're half nature avatars, half pokemon. These are Extra Bosses, not pokemon to duel and catch :smallwink:.

And we don't need to go epic, really. Level 20 is more than enough for your atomic-equivalent destruction needs :smallamused:. Seriously, I have played with somewhat high-level characters, and the amount of sheer destruction you can unleash is terrifying. Hell, I drilled through two Great Wyrms and the castle behind them with a flying dwarf (don't ask) at level 17, and that character was made in seven minutes. High-levels in D&D are freaking destructive.

@black dragoon: Yeah, maybe a very slow Regen, to signify that you don't really need to take Staryu to the pokemon center - it'll regenerate on its own, given time, even from a real beating.

black dragoon
2008-09-07, 02:40 PM
Yeah going To agree with that. Legendary pokemon are Powerful and not something to trifle with.

Yeah a very weak form of regeneration would be best. maybe 1/4 or 1/5.

Also are you guys including their types? Starmie/Staryu should probably have the aquatic subtype.
Fire types...That should be obvious.
Treat Mewtwo as an abberation or magical beast(your choice)

AstralFire
2008-09-07, 03:45 PM
What do you call Tier 1 and 2? Because Tyranitar is top tier in non-uber metagame, and he's been shown in the anime, and was distinctly non-epic. Extremely strong, but not epic. Much like Dragonite had been shown previously, now that I think about it.

But yes, the legendaries should be crazy. Things like Suicune and Articuno are almost pure representations of the concept of winter - they're half nature avatars, half pokemon. These are Extra Bosses, not pokemon to duel and catch :smallwink:.

Tier 1 and Tier 2 legendaries are the legendaries with the highest stat totals. Rayquaza, Ho-oh, Mewtwo, Lugia, and Giratina are the Tier 1 legendaries.

Dialga, Palkia, Kyogre and Groudon are the Tier 2 Legendaries.


And we don't need to go epic, really. Level 20 is more than enough for your atomic-equivalent destruction needs :smallamused:. Seriously, I have played with somewhat high-level characters, and the amount of sheer destruction you can unleash is terrifying. Hell, I drilled through two Great Wyrms and the castle behind them with a flying dwarf (don't ask) at level 17, and that character was made in seven minutes. High-levels in D&D are freaking destructive.

True, but I would leave that to the Tier 3/4 Legendaries and the strongest non-legendaries.

black dragoon
2008-09-07, 03:59 PM
I know some of the ones in tier one but could give more familiar tier twos. I know only the second and first generations well.:smallredface:

AstralFire
2008-09-07, 05:24 PM
It wasn't introduced until Gen 3, so I can't. =p

black dragoon
2008-09-07, 05:28 PM
That could do it. Like I said previously only the first one fifty one. So the most horrifying things you will meet are a genetic abomination and a pink scion of raw destructive power....:smalltongue:

Haruhi08
2008-09-07, 07:18 PM
I was catching up on what I missed and it seems to me that you guys might need this...:

List of Pokemon Evolution Levels:

• Abra evolves into Kadabra at Lv. 16
• Kadabra evolves into Alakazam by trading
• Bellsprout evolves into Weepinbell at Lv. 21
• Weepinbell evolves into Victreebell with the Leaf Stone
• Bulbasaur evolves into Ivysaur at Lv. 16
• Ivysaur evolves into Venusaur at Lv. 32
• Caterpie evolves into Metapod at Lv. 7
• Metapod evolves into Butterfree at Lv. 10
• Charmander evolves into Charmeleon at Lv. 16
• Charmeleon evolves into Charizard at Lv. 36
• Clefairy evolves into Clefable with the Moon Stone
• Cubone evolves into Marowak at Lv. 28
• Diglett evolves into Dugtrio at Lv. 28
• Doduo evolves into Dodrio at Lv. 31
• Dratini evolves into Dragonair at Lv. 30
• Dragonair evolves into Dragonite at Lv. 55
• Drowzee evolves into Hypno at Lv. 28
• Eevee evolves into Flareon with the Fire Stone
• Eevee evolves into Jolteon with the Thunder Stone
• Eevee evolves into Vaporeon with the Water Stone
• Ekans evolves into Arbok at Lv. 22
• Exeggcute evolves into Exeggutor with the Leaf Stone
• Gastly evolves into Haunter at Lv. 28
• Haunter evolves into Gengar by trading
• Geodude evolves into Graveler at Lv. 25
• Graveler evolves into Golem by trading
• Goldeen evolves into Seaking at Lv. 33
• Grimer evolves into Muk at Lv. 35
• Growlithe evolves into Arcanine with the Fire Stone
• Horsea evolves into Seadra at Lv. 30
• Jigglypuff evolves into Wigglytuff with the Moon Stone
• Kabuto evolves into Kabutops at Lv. 40
• Koffing evolves into Weezing at Lv. 35
• Krabby evolves into Kingler at Lv. 28
• Machop evolves into Machoke at Lv. 28
• Machoke evolves into Machamp by trading
• Magikarp evolves into Gyarados at Lv. 20
• Magnemite evolves into Magneton at Lv. 30
• Mankey evolves into Primeape at Lv. 26
• Meowth evolves into Persian at Lv. 28
• Nidoran Female evolves into Nidorina at Lv. 16
• Nidorina evolves into Nidoqueen with the Moon Stone
• Nidoran Male evolves into Nidorino at Lv. 16
• Nidorino evolves into Nidoking with the Moon Stone
• Oddish evolves into Gloom at Lv. 21
• Gloom evolves into Vileplume with the Leaf Stone
• Omanyte evolves into Omastar at Lv. 40
• Paras evolves into Parasect at Lv. 24
• Pidgey evolves into Pidgeotto at Lv. 18
• Pidgeotto evolves into Pidgeot at Lv. 36
• Pikachu evolves into Raichu with the Thunder Stone
• Poliwag evolves into Poliwhirl at Lv. 25
• Poliwhirl evolves into Poliwrath with the Water Stone
• Ponyta evolves into Rapidash at Lv. 40
• Psyduck evolves into Golduck at Lv. 33
• Rattata evolves into Raticate at Lv. 20
• Rhyhorn evolves into Rhydon at Lv. 42
• Sandshrew evolves into Sandslash at Lv. 22
• Seel evolves into Dewgong at Lv. 37
• Shellder evolves into Cloyster with the Water Stone
• Slowpoke evolves into Slowbro at Lv. 37
• Spearow evolves into Fearow at Lv. 20
• Squirtle evolves into Wartortle at Lv. 16
• Wartortle evolves into Blastoise at Lv. 36
• Staryu evolves into Starmie with the Water Stone
• Tentacool evolves into Tentacruel at Lv. 30
• Venonat evolves into Venomoth at Lv. 30
• Voltorb evolves into Electrode at Lv. 33
• Vulpix evolves into Ninetales with the Fire Stone
• Weedle evolves into Kakuna at Lv. 7
• Kakuna evolves into Beedrill at Lv. 10
• Zubat evolves into Golbat at Lv. 22

black dragoon
2008-09-07, 07:20 PM
Thank you love!:smallsmile:
I have a meeting at 8:45 so I'll be off for a few minutes and will not be posting Haruhi can you and knaight hold down the fort?

Haruhi08
2008-09-07, 07:25 PM
Uh... :smalleek:

I dunno if I can... Im not any good at stats and such... >.> I just make lists.

black dragoon
2008-09-07, 07:28 PM
You'll Do fine I've been Recruiting some Astral fire is aiding and so is Drascin I'll Pm the check list of mon they are statting. Try recruiting people look in the Gaming forums for some extra hands and ask around I shouldn't be to long.

Haruhi08
2008-09-07, 07:32 PM
What!? I can't do that! Can't I just wait until you get back? Im not very good at recruiting... :smalleek:

Haruhi08
2008-09-07, 07:37 PM
:smalleek:

black dragoon
2008-09-07, 07:57 PM
I'm back so worries Eh?:smalltongue:

Haruhi08
2008-09-07, 08:04 PM
I didnt do anything... >.>

black dragoon
2008-09-07, 08:06 PM
Nice Sig.:smallwink:

Haruhi08
2008-09-07, 08:11 PM
Lol! Thanks! xD

MythMage
2008-09-07, 08:11 PM
I (with help from a few others) worked out a fairly comprehensive set of rules for Pokemon in d20, which you guys are free to draw from. It's specifically designed to allow for maximum customization and balance for PC use, rather than building them as ordinary monsters the way most d20 conversions do it. I'll just post a link to it for now, but I can repost the rules on this forum if you think it might be helpful.

http://dicefreaks.forumz.cc/viewtopic.php?f=27&t=138


[Note: I thought I posted this already, but the post is nowhere to be found, so I assume I just forgot to hit "submit".]

black dragoon
2008-09-07, 08:16 PM
Well we're using the stat blocks for random encounters actually. For 'trained' mon we are working in an almost class style. If you want you can lay claim to a few mon and stat them out as wilds though just post who want here and I'll note them down.

Knaight
2008-09-07, 09:36 PM
Well the fort was held down without me. I was off seeing jousting and admirings swords, polearms, cannons(which were fired), and trebuches(which were fired). Four people got knocked off their horses. It was pretty cool.

black dragoon
2008-09-07, 09:43 PM
Gotta love Renaissance Fairs!:smallbiggrin:
We have some stats in the work and I'll being doing a couple myself I've got a copy of savage species and tome of battle coming so I do the really dirty work and I'm still recruiting. Have found any others by the way?

Knaight
2008-09-07, 09:47 PM
Scottish Highlands Festival actually. And we need MythMage now. I'm sending him a PM.

black dragoon
2008-09-07, 09:51 PM
Agreed. Drascin and astral fire have layed claim to a few mon to stat out.

Knaight
2008-09-07, 09:53 PM
So thats six of us, assuming MythMage comes, and 7 if Ascension decides to help for the sake of helping. I'd personally like to have at least 10 people, but 7 isn't bad.

black dragoon
2008-09-07, 09:57 PM
IT's a good start. We'll keep asking and hope for the best. Seven divided by one fifty one....LEt's get back to the stuff eh?
Knaight Are you doing any D20 stat blocks? If so which ones so I can mark you down.

Knaight
2008-09-07, 10:07 PM
Stat blocks no. Abilities possibly a few, items possibly a few, but no stat blocks. I hate creating monsters in 3.5, just hate it. I will be making the Sandshrew/Sandslash class though.

black dragoon
2008-09-07, 10:10 PM
Feel free it saves me work. Stat blocks are a pain but they save trouble for me on tossing monsters at folks. Figure a twenty level progression for each class alright?

LastoftheSummer
2008-09-07, 10:11 PM
Looks interesting, got to keep an eye on this. I've found two sites that have stated several dozen pkmn for d20 between them. Looks like they could be easily modified for your purposes.

Knaight
2008-09-07, 10:12 PM
That makes things easier. Any interest in the Fudge side of this LastoftheSummer? We need people on that part.

black dragoon
2008-09-07, 10:14 PM
Can you post those links for us?

LastoftheSummer
2008-09-07, 10:18 PM
http://www.geocities.com/eco_mono/Pkmnd20/

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

black dragoon
2008-09-07, 10:19 PM
The mon stats. I can go through them and modify what I need to and get a massive jump start.
Thank you Ninjas:smallbiggrin:

LastoftheSummer
2008-09-07, 10:21 PM
Is there some where I can get information on FUDGE or is it something your constructing from scratch?

black dragoon
2008-09-07, 10:24 PM
There links to the needed sites on the thread labeled pokemon FUDGE. It includes a free download of the rules as well.

Knaight
2008-09-07, 10:32 PM
Which incidentally are avaliable at www.fudgerpg.com. Then the thread has heavy modifications. It works for pretty much anything. Also, as for the reason you should take a look at it: Best. Combat. Modification. Ever (http://www.fudgefactor.org/2005/08/cinematic-damage-alternatives.html) And for modern games the Best. Modern. Combat. Modification. Ever. (http://www.fudgefactor.org/2004/06/01/firefight2.html)

So yeah. Neither of those make much sense unless you read the rules first. Although the Knacks bit in the second one(you know the important part) does.

black dragoon
2008-09-07, 10:36 PM
That sums it up. Also we have twenty currently statted mon. With at least I believe ten to twelve in the wings. I'll Take my claim tomorrow after I get done for the day and that should get a pretty good start on these beasties.

LastoftheSummer
2008-09-07, 10:43 PM
I'll try stating a few tomorrow (once I get my head around the basics)

black dragoon
2008-09-07, 10:48 PM
Cool (um, specify which system I assume fudge Right?) Just list off what you're statting on the proper thread. We'll find out fairly quickly.

LastoftheSummer
2008-09-07, 11:04 PM
Moe-mons? Moe-mons?

:smalleek:

(What did I just sign up for?)

black dragoon
2008-09-07, 11:07 PM
Relax(we just keep thinking they're regular pokemon) It's basically like a skin Don't worry about the fluff I can handle that. Just work at the mechanical level and picture regular pokemon. Alright I'm done for tonight I've got work in the morning and I need to be on my toes.:smallbiggrin:

AstralFire
2008-09-08, 06:27 AM
I'm going to pretend I didn't read that bit about moe-mon.

Vulpix
Small Magical Beast [Fire]
HD 1d10 (5.5)
Speed 40 ft. (8 squares); Burrow 20 ft.
Init: +1
AC 11 (+1 Dex); touch 11; flat-footed 10
BAB -1; Grp -5
Attack Bite -1 Melee; (1d4-2)
Full-Attack Bite -1 Melee; (1d4-2)
Space 5 ft.; Reach 5 ft.
Special Attacks Ember, Confuse Ray, Doom
Special Qualities Magical Beast traits
Saves Fort +2 Ref +3 Will +3
Abilities Str 7, Dex 13, Con 10, Int 12, Wis 16, Cha 13
Skills Autohypnosis +7, Sense Motive +7, Survival +7
Feats Ability Focus (Ember)
Environment Grassy plains, forests.
Organization Solitary, Pack (3-6)
Challenge Rating 2
Treasure None
Alignment Usually True Neutral
Advancement 2-12 HD (Small)
Level Adjustment -

This cute-looking, reddish-brown fox has three curly tails and deep brown eyes that seem to endlessly swirl.

http://www.pokemondb.co.uk/images/artwork/vulpix.png

Combat
Ember (Su): Once per encounter, Vulpixes can shoot a small orb of fire from their mouth as a ranged touch attack with a range of 60 feet. The attack deals 1d6 fire damage per HD.
Confuse Ray (Su): Once per encounter, Vulpix can place a curse on an opponent within 60 feet. This ability works as the third effect of Bestow Curse, preventing the opponent from taking any action 50% of the time for the next minute. Will negates, DC (10+ĽHD+Wisdom Modifier.)
Doom (Su): Once per year, Vulpix can use the Doom spell as a Cleric of her hit dice except that it has a duration of one year and is dismissible. DC (11+Wisdom Modifier.)

Knaight
2008-09-08, 07:40 AM
Thats what I do. Oh yeah and don't put the powers down just yet, we're creating them separately.

black dragoon
2008-09-08, 10:57 AM
I could have sworn I mentioned that earlier...Yeah....Just double think it all about monsters and not moe-mon....
By the way the original D20 conversions set Mew-two at a CR 26. So I think We have Deus Ex pokemon should the need arise.

Vulpix is now in the Pokemon tab.:smallsmile:

Haruhi08
2008-09-08, 06:18 PM
Any lists that need to be made? >.> If you want, I can make a list for that vulpix. I can put what attacks it learns naturally and which TMs and HMs it is able to learn.... but I wont bother if you dont need it just yet. Just let me know.

Knaight
2008-09-08, 06:28 PM
We have that in the link that was originally in the Fudge thread. No need for said list. Can you transfer over the item list to the Fudge thread? And maybe make some of the items, after I make a few as a base to go off of?

Haruhi08
2008-09-08, 06:31 PM
I will be able to transfer the list.... but as for actually making the items, even with a base, I am completely useless... Like I told Steve, if you guys need a list, I can do that. xD

black dragoon
2008-09-08, 06:54 PM
I saw Your notice, sorry I've been busy transferring and updating the pokemon from one of the older sites. I'll get them in a proper order when I get some free time but I currently can't use internet in my dorm so I have to use the library....
Take a look and see what you think!:smallwink:
I will probably re-do the machine pokemon tonight and mabye one or two fossils. I need someone to also do the ponyta, rapidash line. They made them elementals, then again they also connected Blastoise to the negative energy plane...:smallconfused:

Haruhi08
2008-09-08, 07:03 PM
I dont even know what that is and it doesnt sound right...

black dragoon
2008-09-08, 07:06 PM
The elemental part isn't that bad...The negative energy though is rather silly negative energy is the force that powers undeath love. The also gave blastoise bonuses in rouge skills...I need to hit who ever did that stat block.:smallannoyed: that and the cloyster fluff....

Haruhi08
2008-09-08, 07:08 PM
Oh No! What did they do to Cloyster!? O.O

black dragoon
2008-09-08, 07:10 PM
Read the entry....A week of moodiness...I need to hit the moron who did that fluff. Probably a FATAL fan....:smallannoyed:

Haruhi08
2008-09-08, 07:11 PM
Where is it?

black dragoon
2008-09-08, 07:13 PM
here's the link.
http://www.geocities.com/eco_mono/Pkmnd20/
click on poke'dex then shellder and scroll down.

Haruhi08
2008-09-08, 07:20 PM
*reads* .... I hope their joking. It's a horrible joke. Who do I kick?

black dragoon
2008-09-08, 07:22 PM
Yeah...I changed the fluff on that one BIG TIME.
that was to squicky and way to much like a monster from FATAL for my tastes. Have you seen the 'mon entries yet?

Haruhi08
2008-09-08, 07:26 PM
No not yet.
And that's not why I thought what they did to Cloyster was horrible... :annoyed:

black dragoon
2008-09-08, 07:28 PM
Tell me later on the phone I'll be unresponsive for a few minutes(hopefully) I'm gonna go back to my room and hope they fixed the 'net. I'll call you then love.

Haruhi08
2008-09-08, 07:29 PM
Alright, will do.

Knaight
2008-09-08, 07:50 PM
That actually fits the pokemon fluff, although whoever did the phrasing is an idiot. Its not accidental.

black dragoon
2008-09-08, 07:55 PM
Yeah. I know that the info is for the most part reliable but....*squick*
I really want to hit whoever did some the building on that site.(like whoever statted Blastoise!)

LastoftheSummer
2008-09-08, 08:34 PM
wow, sorry, I didn't read the fluff I just skimmed the stats but some of those are still just wrong.

hope its more helpful than annoying

black dragoon
2008-09-08, 08:46 PM
It's been helpful I've modded stats and fluff as needed(ahem cloyster)
So are gonna stat any? I could use a proper squirtle-line.:smallbiggrin:
That and ponyta.


Haruhi- I say we have a vote. I'll post the images you sent me and they can compare them to the ones I picked. except for a few...Ill replace the cloyster and shellder and onix.

Slowpoke:
http://i222.photobucket.com/albums/dd140/joanrolo/Slowpoke.png

Slowbro:
http://i118.photobucket.com/albums/o81/kyko_shauran/pokemon/anime080.jpg

Rattata
http://i246.photobucket.com/albums/gg106/annettedondiego/Rattata.gif

Raticate
http://www.pokemonelite2000.com/pictures/anime/anime020.jpg

Zubat:
http://images.elfwood.com/fanq/j/o/jonass2/3_zubat.jpg

polywag:
http://i71.photobucket.com/albums/i137/KeeperOfTheStars_2006/Anime/Pokemon/Poliwag.gif

Poliwhirl
http://i283.photobucket.com/albums/kk316/firefox1362/061Poliwhirl.png

Poliwrath
http://i265.photobucket.com/albums/ii221/Leoat12/Pokemon/062-gym.jpg


The images I chose are in the entries on the first page.

Haruhi08
2008-09-08, 08:50 PM
I never said anything like that and you know it. But oh well, those pictures you chose are simply horrendous except for the few that were good. I'd rather have the actual pokemon pictures than those things.

black dragoon
2008-09-08, 08:53 PM
I didn't mean to imply anything!:smalleek:
I was just saying let's have the other people involved choose is all. They have as much of a say as we do. I'm sorry if I offended you...:smallfrown:

Haruhi08
2008-09-08, 08:58 PM
You didn't ^-^ All I was saying is that I never said any of that.

black dragoon
2008-09-08, 09:04 PM
Alright new message and more art by the way. knaight you have as much say as we do throw in some input here!:smallwink:

Haruhi08
2008-09-08, 09:14 PM
Wow am I tired... :smallsigh: ... I think Im going to bed early tonight... not right now, exactly, but soon.

Steve, if you want to talk to me again tonight, I would call soon. :smallwink:

Knaight
2008-09-08, 09:15 PM
Input: My interest is in the fudge side. Design decisions on this side are up to you two.

Haruhi08
2008-09-08, 09:17 PM
..... :tongue: .....

black dragoon
2008-09-08, 09:18 PM
Right I'll just drag Astral fire into this then.:smallbiggrin:AL says hi haruhi.

Haruhi08
2008-09-08, 09:20 PM
Hi Al! ^-^

And do you really hate the pictures I picked out that much?

Knaight
2008-09-08, 09:22 PM
It would probably be easiest just to use the official art.

black dragoon
2008-09-08, 09:41 PM
Yeah...From now on I'll pass any posted art by Haruhi.

black dragoon
2008-09-09, 11:50 AM
New mon stats up. Butterfree, magikarp, gyrados, charmander and it's evos and Bulnasaur and it's evos.

Haruhi08
2008-09-09, 04:43 PM
Bulnasaur? xD

black dragoon
2008-09-09, 04:49 PM
typo....Are the pics for those alright at least?:smalltongue:
(I'm not being snarky I calling on you as the art girl alright. That's your department from here on right next to lists.):smallbiggrin:

Eco-Mono
2008-09-09, 05:31 PM
Just popping in here to say that I think it's awesome someone's picking up this stuff again. :) I kept a mirror of the Ritaxis stuff that I could salvage after their site exploded, but I see people have already linked to that. I never did any statting myself - more interested in world-building stuff that never made it onto the mirror - but if I can be of any help there I'd be glad to lend my support. :)

black dragoon
2008-09-09, 05:38 PM
World building does need to be done...Hey, how are you at item creation?
*grins maniacally*:smallbiggrin:

If you're a world builder you can also help with locations I imagine.:smallbiggrin:
Know anyone else you can bring in if you're up to the task?

Eco-Mono
2008-09-09, 06:25 PM
World building does need to be done...Hey, how are you at item creation?
*grins maniacally*:smallbiggrin:
If you're a world builder you can also help with locations I imagine.:smallbiggrin:Sounds like a plan. I'll take a look at the list.


Know anyone else you can bring in if you're up to the task?I can ask around.

black dragoon
2008-09-09, 06:28 PM
Oh I know...It's like a post on Deviant art said the world if they took it to it's full potential could be breathtaking....
Sweet. We needed a hand in that area, and please do ask.

one who teases
2008-09-09, 09:40 PM
hi so like what so i do? and yes i am new to this.

black dragoon
2008-09-09, 09:43 PM
You're the middle man. I'll tell you what pokemon I've statted over the day and you'll go out find a couple images and send the Nikki(haruhi) via PM. She'll look at them and tell you what's good and what's not. Then I post the image with the stat block.

one who teases
2008-09-09, 09:47 PM
pm as in after 12? member me new to this.

black dragoon
2008-09-09, 09:48 PM
Private message try sending one to me by clicking on my name. I'll check tomorrow. Right now I'm gonna talk with my love.:smallbiggrin:

black dragoon
2008-09-10, 06:40 AM
Whatever happened to Mythmage? Is he going to able to lend a hand?
:smallconfused:

Knaight
2008-09-10, 09:05 AM
He probably hasn't seen the PM yet.

black dragoon
2008-09-10, 10:04 AM
Hopefully he sees it soon. I could use his help with statting mon. His sytem is basically what we want.

Haruhi08
2008-09-10, 06:45 PM
Did he even agree to help? Last I knew he said you guys could draw off of what him and his friends came up with... I didnt see anything about him helping you guys stat. O.o

Knaight
2008-09-10, 06:50 PM
It was only a request, and it has not been answered.

black dragoon
2008-09-10, 07:20 PM
Looks like he's a no show then. To bad we could really use him...Maybe I can teach Al. to stat....

Haruhi08
2008-09-10, 07:35 PM
Ah I see.

And maybe, would he be willing to learn? Would he understand you once you started talking? xD

black dragoon
2008-09-10, 07:41 PM
He should be able to he's a smart guy. I don't see to much trouble really. They have tutorials for this kind of thing I think.

one who teases
2008-09-10, 07:46 PM
great now he's thinking. i can learn, or just swig over and be taught in person. up to u.

black dragoon
2008-09-10, 07:50 PM
I don't have any books but I can should be able to 'teach' tomorrow around 4o' clock and after. I'll look into ways to make your job easier...Wait I have an idea!:smallbiggrin:
Go to the post on this thread by a guy called Mythmage and click on the link. It has a method of converting pokemon stats! Use that to convert them and save them to a word document once you get four or five done copy and paste them to PM to me sound good?

one who teases
2008-09-10, 07:59 PM
umm yeah sure i guess so. it'l take a bit to find it and figure it out though.

black dragoon
2008-09-10, 08:01 PM
It's pretty simple stuff. Her this link is the hypertext SRD it's everything you'll ever need for basic DND on the net:
http://www.d20srd.org/

one who teases
2008-09-10, 08:12 PM
k any ones u want me to do?

black dragoon
2008-09-10, 08:16 PM
Well we'll start out easy how about....Machop, machoke and machamp. google each look for their official stats and info and do them up. Since they are the same evolutionary line they should be similar in stats and attacks. Sound good?

one who teases
2008-09-10, 08:48 PM
can u send me an exapmle of what they look like? just for a basic idea?

black dragoon
2008-09-10, 08:50 PM
Look on the front page for stat blocks and google the names you should at least get wikipedia if not a site dedicated to pokemon.

one who teases
2008-09-10, 08:52 PM
srru meant one u had already done. on the word doc. so i not miss anything.

black dragoon
2008-09-10, 08:55 PM
The ones on the front page are how I want the stat blocks done up just copy and paste one and remove the stats and use that as a template. Use the SRD and other sites to show you how it's done. if there are any issues I'll tell you. Do the first and PM it to me. Tonight your taking the first steps to DMship AL. like it or not.:smallwink:

one who teases
2008-09-10, 09:12 PM
it'll take me a bit to figure it out maybe all night

black dragoon
2008-09-10, 09:15 PM
Take your time. It's not difficult once you get the basics down pat.

one who teases
2008-09-10, 09:40 PM
imma work on it tomorrow me really tired and class at 9

black dragoon
2008-09-10, 09:46 PM
Right talk to you later.

MythMage
2008-09-10, 10:35 PM
Whatever happened to Mythmage? Is he going to able to lend a hand?
:smallconfused:
Some of us don't read this forum daily. :smallwink: I actually only come here once a month or so unless a thread I'm subscribed to gets posted on. I came by now because I received an email about all your activity here.

I can help you guys out, if you find my work useful. As I indicated in my rules thread, I have a number of Pokemon partially or completely statted out using those rules which you guys are free to borrow. I highly recommend you use my rules even if you ignore the salient ability part, since it allows the particulars of the game to come through sensibly in the stat block. The salient ability stuff I never finished because there needed to be one for almost every technique in the game, and I really don't have the time for that magnitude of conversion work.

On that note, I'm afraid I can't volunteer to convert many more Pokemon here (see my signature for the project that consumes my gaming time). However, I can offer to give you what I have done in the past, and finish up the things I've started (as listed below).

Finished:
Pichu
Pikachu
Raichu
Growlithe
Arcanine
Abra
Geodude
Graveler
Golem
Farfetch'd
Onix
Happiny
Chansey
Blissey
Staryu
Starmie
Smoochum
Jynx
Magikarp
Eevee
Jolteon
Articuno
Zapdos
Moltres
MissingNo.


Near Finished:
Bulbasaur
Charmander
Squirtle
Caterpie
Metapod
Butterfree
Pidgey
Rattata
Vulpix
Oddish
Diglett
Bellsprout
Weepinbell
Victreebel
Gastly
Haunter
Gengar
Dratini


Started:
Kadabra
Gyarados

black dragoon
2008-09-10, 10:38 PM
We are using the first one hundred fifty one . So any of them that you have send them on over!:smallbiggrin: Yeah sorry. Naturally impatient.

MythMage
2008-09-10, 10:42 PM
I'll repost in earnest sometime this week, but it might not be until the weekend. In the meantime, here's something to tide you over:

MissingNo.
Large Outsider (Bird, Extraplanar, Pokémon)
Hit Dice: 8d8-8+3 (31 hp)
Initiative: -5
Speed: 40 ft., fly 40 ft. (perfect), swim 40 ft.
Armor Class: 13 (-1 size, +1 natural, -5 Dex, +8 deflection), touch 12, flat-footed 13
Base Attack/Grapple: +8/+22
Attack: Corrupting touch +17 melee (2d12+15)
Full Attack: Corrupting touch +17 melee (2d12+15)
Space/Reach: 5 ft./10 ft.
Special Attacks: Corrupting touch, form of madness, lesser orb of water, lesser orb of water, sky attack
Special Qualities: Absurd versatility, aura of multiplicity, bane of reality, darkvision 60 ft., doesn’t breathe, low-light vision, porous body, unearthly grace
Saves: Fort +13, Ref +9, Will +11
Abilities: Str 31, Dex 1, Con 8, Int 10, Wis 5, Cha 27
Skills: Concentration +10, Control Shape +8, Craft (underwater basket weaving) +11, Forgery +11, Intimidate +19, Jump +142, Knowledge (the planes) +11, Lucid Dreaming +8
Non-Weapon Proficiencies: Astrology, Curtain Cognizance, Direction Sense, Ethereal Tracking, Reading Lips, Reading Lips
Feats: Ability Focus (form of madness), Empower Spell, Great Cleave, Snatch, Toughness, Wingover
Environment: Warm western shore
Organization: Solitary
Challenge Rating: 128
Treasure: None
Alignment: Neutral
Advancement: 1 HD (Large)
Level Adjustment: +0 (cohort)

MissingNo. is a mysterious entity said to occasionally appear at times and places of transition, such as the seashore. It is usually about 10 feet high and weighs an average of 3,507 pounds. It is Pokédex number 000 (usually). It has been known to parrot sounds it has heard, but has never been known to communicate meaningfully.

COMBAT
MissingNo. attacks on sight.
Corrupting Touch (Ex): This effect disrupts the very fabric of reality underpinning the things it attacks; no known method can prevent any of the damage dealt by this attack. MissingNo. applies its Strength modifier to this damage even though it is a touch attack.
Form of Madness (Ex): MissingNo.’s appearance is disturbing and horrifying to those who perceive it. Any creature that sees or otherwise clearly perceives MissingNo.’s form for the first time (such as with blindsight) from within 90 feet must succeed on a Will save (DC 24) or go insane as the spell. MissingNo. can contort itself as a standard action to refresh the horror; creatures that can perceive it within 90 feet must attempt a new save in this case. The save DC is Charisma-based, and includes a +2 bonus from Ability Focus.
MissingNo. can suppress this ability as a free action by assuming the form of a creature or object it has seen before; its statistics do not change. Assuming its natural form (and resuming this ability) is also a free action.
Lesser Orb of Water (Ex): As a standard action, a MissingNo. may replicate the spell lesser orb of water at will, with caster level 8th. This spell functions exactly like lesser orb of acid, except that the damage dealt is bludgeoning, it requires a ranged attack rather than a ranged touch attack, and it has the water descriptor rather than the acid descriptor. Creatures with the fire or earth subtypes are vulnerable to this attack, suffering half-again (+50%) damage.
Lesser Orb of Water (Ex): As a standard action, a MissingNo. may replicate the spell lesser orb of water at will, with caster level 8th. This spell functions exactly like lesser orb of acid, except that the damage dealt is bludgeoning, it requires a ranged attack rather than a ranged touch attack, and it has the water descriptor rather than the acid descriptor. Creatures with the fire or earth subtypes are vulnerable to this attack, suffering half-again (+50%) damage.
Sky Attack (Ex): MissingNo. is particularly good at dive-bombing opponents from the air. When MissingNo. charges an opponent from above at an angle of 45 degrees or greater, it deals extra damage on its attack equal to the falling damage it would have taken if it had fallen the distance that it charged, and doubles its Strength bonus for the purposes of its attack and damage rolls (If MissingNo. has a Strength penalty, the way it applies that penalty is not altered by this ability.). The falling damage is only added to the first attack MissingNo. makes during the charge, even if it has the ability to make multiple attacks, and is not affected by critical hits. For example, if MissingNo. charges at a Venusaur on the ground from 160 feet in the sky, it can move 160 feet straight down (its maximum movement distance to charge downward) to gain the normal +2 charge bonus on its attack roll with corrupting touch, and increases its attack bonus from Strength by +10 and its weapon damage bonus by +15 and also deals an additional 16d6 damage with that attack if it hits. MissingNo. can’t make a bull rush attempt as part of a sky attack.
Absurd Versatility (Ex): MissingNo. is not bound by many laws of reality, including skill point and feat acquisition. Yes, it has 128 ranks in Jump. Don’t think too hard about it.
Aura of Multiplicity (Su): The first time an enemy carrying at least six different items in its possession comes within 60 feet of MissingNo., the sixth item in that character’s list of possessions is multiplied so that there are 128 copies of the item unless the creature already possessed at least that many copies of it (for instance, if the item was a staff or twenty silver arrows, the result would be 128 staves or 128 silver arrows). These duplicates are nonmagical.
Bane of Reality (Su): MissingNo. defies the laws of the Material Plane in dangerous ways. Any time its physical form is magically manipulated (such as with a polymorph effect, or certainbinding spells), there is a 10% chance that reality attempts to correct the problem. This effect also has a 1% chance of occurring every time it rolls initiative or is magically transported.
Reality has two ways to correct the error. 90% of corrections eject MissingNo. into the Void Beyond from whence it came, and all creatures and objects within a 300 foot radius are erased from history, having never existed. There is no save to resist this effect, but powerful epic, divine, or cosmic time-altering effects might reverse it. 10% of corrections cause MissingNo. to evolve into Kangaskhan or another non-unique Pokémon.
Porous Body (Ex): MissingNo.’s body is made of tangles of extremely dense matter in shapes that defy conventional geometry. Consequently, attacks against MissingNo. have a 20% miss chance; not even true seeing can mitigate this miss chance.
Unearthly Grace (Su): MissingNo. applies its Charisma bonus as a bonus to saving throws and as a deflection bonus to Armor Class.

black dragoon
2008-09-11, 06:29 AM
This shall be Deus EX in a can...:smalleek:

one who teases
2008-09-11, 08:48 AM
I agree is not always very patient at times. jk. umm anyway still working on the one try to get it to you this afternoon. oh thanks Mythmage!!!

Drascin
2008-09-11, 08:50 AM
Here's a little sketch done in ten minutes during class, to show the kind of stuff I do...

-----------

Staryu

Size/Type: Small Magical Beast (Water)
Hit Dice: 6d10+24 (54 HP)
Initiative: +13 (5 Dex, 4 feat, 4 racial)
Speed: 10' land, 60' Swim
Armor Class: 16 (+5 Dex, +1 Size)
Base Attack/Grapple: +6/+8
Attack: Tackle +11/1d6+1
Full Attack: Tackle +11/1d6+1
Space/Reach: 5'/5'
Special Attacks: Rapid Spin, Water Gun
Special Qualities: Fleet of Thought, Blindsight, Regeneration 1/4, Recover 3/day
Saves: Fort +9, Ref +14,
Abilities: Str 12, Dex 20, Con 18, Int 4, Wis 6, Cha 6
Skills: Not bothering thinking for a single skill. Let's say full Swim, for a total of +18 (9 ranks+1 Str+8 racial from having a Swim speed)
Feats: Improved Initiative, Weapon Finesse (Tackle)
Environment: Aquatic
Organization: Solitary, colony (10-40 specimens in a wide area)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: Normal, evolves to Starmie if exposed to a Water Stone after being over 10 HD.
Level Adjustment:

Looking simply like big starfish with some kind of crystal in the middle, Staryus are rather unassuming, which is only helped by their pacific disposition. It tends to take a lot of bothering to make an Staryu attack, which means the public opinion on Staryus is that they're nice pokemon that lighten up the beaches.

This opinion, however, is not at all shared by most people wanting to build at the seaside, because Staryus are stubbornly attached to their homes, and freaking impossible to eradicate. People have "driven off" a colony of Staryus and built, just to soon find the roof of the house covered in jeweled starfish :smallamused:

Combat

If annoyed into combat, Staryus attack in full force with overwhelming speed, relying on their inherent resilience for defense.

Fleet of Thought: Staryus do not move quickly on land, but their reaction time would be best measured in microseconds. They get a racial bonus of +4 to both Initiative and Reflex Saves (already factored above)

Regeneration: As long as the crystal in its middle holds, a Staryu just will [I]not die. It will keep regaining health at a rate of 1 HP every four rounds, even regaining lost parts with ease.

Blindsight (Ex): Staryus do not have visual organs per se, but still somehow manage to perceive the world around them. Some theorize that what allows them this is the budding psychic ability that awakens fully in their evolutions; other just say they echolocate. Either way, a Staryu can perceive anything perfectly up to a 100' range, and is completely blind beyond that.

Rapid Spin (Ex): Staryus can hurl themselves spinning through the air at high speeds, for short distances. This allows the Staryu to chip away at adversaries.

As a full-round action, a Staryu may move 70' as if flying with Good maneuverability, and do a single melee attack at any point during its flight. This move doesn't provoke any attacks of opportunity from the target, but everyone else near the trajectory gets their AoP as normal.

Recover (Su): As a full-round action, a Staryu can heal itself an amount of hit points equal to half its normal HP.

Water Gun (Ex): As a standard action, a Staryu can project a jet of water at high speed from one of its extremities. The damage for this attack is 1d8+2 per every 2 HD of the Staryu, and it has a range of 100'.

--------------

I tried to make it fast, annoying and resilient, but lacking in pure offensive and defensive power. Man, it's been too long since I made D&D statblocks. Opinions?

black dragoon
2008-09-11, 08:55 AM
My only issues are with including the attacks(except for the basic tackle, bite and scratch) they being done later. Otherwise very good! Keep up the work and don't forget to stat out Starmie to!:smallsmile:
P.S. yeah, keep the magical Beast type for it makes the most sense given that they are just really big magic starfish.

Grug
2008-09-11, 09:10 AM
It seems to me that it would be more appropriate to use 4th edition, what with the various attacks/powers and such.

black dragoon
2008-09-11, 09:19 AM
I don't own any Fourth ed. material nor do I really want to. I agree it may from a mechanical standpoint make more sense but I like and know 3.X better and have resources readily at my disposal. Besides Eventually all these stat blocks are being converted to monster classes to used by players I've just gotta get the stat blocks set up first. With a stat block I can easily break these into classes and from there it's cake. But for now I've gotta stat like a madman.
Do you want to help? If you don't dig this set we've got a FUDGE based pokemon setting that is being worked on as well.

MythMage
2008-09-11, 10:50 PM
Besides Eventually all these stat blocks are being converted to monster classes to used by players I've just gotta get the stat blocks set up first. With a stat block I can easily break these into classes and from there it's cake. But for now I've gotta stat like a madman.
I do hope you keep my system in mind. :)

Caterpie
Tiny Vermin (Pokémon)
Hit Dice: 2d8-2 (7 hp)
Initiative: +0
Speed: 10 ft., climb 10 ft.
Armor Class: 15 (+3 natural, +2 size), touch 12, flat-footed 14
Base Attack/Grapple: +1/-11
Attack: Slam -1 melee (1d2-4)
Full Attack: Slam -1 melee (1d2-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., shield dust, vulnerability to fire
Saves: Fort +2, Ref +0, Will -3
Abilities: Str 2, Dex 11, Con 8, Int 10, Wis 4, Cha 4
Skills: Climb +13, Hide +13*
Feats: Ability Focus (breath weapon)
Environment: Temperate forests
Organization: Solitary or domesticated
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3-5 HD (Tiny); 6-7 HD (Small)
Level Adjustment: +0 (cohort)

COMBAT
Caterpies prefer to spend their time eating, and avoid combat.
Breath Weapon (Su): As a standard action, a Caterpie can spray sticky silk from its mouth. All creatures in a 40-foot cone must succeed on a Reflex save (DC 15) or suffer a -2 penalty to Dexterity as the goo impedes their motion. This penalty lasts 6 rounds, and stacks with itself up to a maximum penalty of -8. A creature’s Dexterity can’t be reduced below 1 by this penalty. The save DC is Constitution-based, and includes a +4 racial bonus and a +2 bonus from Ability Focus.
Shield Dust (Ex): When a Caterpie is dealt damage, it releases special dust from its exoskeleton which protects it from adverse effects. The dust neutralizes poisons; wards off sleep, mind-affecting effects, transmutations, ability damage, ability drain, death, and energy drain; and protects the Caterpie as if with freedom of movement. All of these protections apply only to the non-damage effects of whatever attack or effect damaged the Caterpie. A successful caster level check (DC 17) allows the effect to affect the Caterpie normally (treat a non-spell-like ability as having a caster level equal to the originator’s Hit Dice).
Skills: A Caterpie has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A Caterpie uses its Dexterity modifier instead of its Strength modifier for Climb checks.
*Its coloration affords a Caterpie a +8 racial bonus on Hide checks in areas of green foliage.
CREATING A CATERPIE COHORT
This Caterpie has spent 6 out of 7 technique points. It has learned the following salient abilities: Shield Dust (3), String Shot (3).

Metapod
Small Vermin (Pokémon)
Hit Dice: 4d8-4 (14 hp)
Initiative: -2
Speed: 1 ft., climb 1 ft.
Armor Class: 14 (-2 Dex, +5 natural, +1 size), touch 9, flat-footed 14
Base Attack/Grapple: +3/-5
Attack: Slam +1 melee (1d3-4)
Full Attack: Slam +1 melee (1d3-4)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., harden, shed skin, vulnerability to fire
Saves: Fort +3, Ref -1, Will -2
Abilities: Str 2, Dex 7, Con 9, Int 10, Wis 5, Cha 5
Skills: Climb +13, Hide +9*, Listen -1, Spot -1
Feats: Alertness, Weapon Focus (slam)
Environment: Temperate forests
Organization: Solitary or domesticated
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Small)
Level Adjustment: +0 (cohort)

COMBAT
Harden (Ex): When a Metapod uses the total defense action, it secretes a chemical which causes its shell to harden temporarily, granting it a +1 alchemical bonus to natural armor for the next 6 rounds.
Shed Skin (Su): As a standard action, a Metapod can attempt to expel afflictions from its body by shunting them into the outer layer of its skin and shedding that layer. The benefits of this ability are equivalent to heal, except that the metapod does not regain lost hit points. This ability has a 33% chance of success.
Skills: A Metapod has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A Metapod uses its Dexterity modifier instead of its Strength modifier for Climb checks.
*Its coloration affords a Metapod a +8 racial bonus on Hide checks in areas of green foliage.
CREATING A METAPOD COHORT
This Metapod has spent 5 out of 9 technique points. It has learned the following salient abilities: Harden (1), Shed Skin (4).

Butterfree
Medium Vermin (Pokémon)
Hit Dice: 5d8+5 (27 hp)
Initiative: +6
Speed: 20 ft., climb 20 ft., fly 50 ft. (average)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+2
Attack: Slam +5 melee (1d4-1)
Full Attack: Slam +5 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sleep powder, spell-like abilities
Special Qualities: Compound Eyes, darkvision 60 ft., vulnerability to cold and fire
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 9, Dex 14, Con 12, Int 10, Wis 16, Cha 16
Skills: Climb +18, Hide +10
Feats: Improved Initiative, Lightning Reflexes
Environment: Temperate forests
Organization: Solitary or domesticated
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 6-15 HD (Medium)
Level Adjustment: +0 (cohort)

COMBAT
Sleep Powder (Su): As a standard action, a Butterfree can release a cloud of magical dust in a 25-ft. radius spread. Creatures in the area sleep, as the spell (except that there is no limit on the Hit Dice affected), for 1d10 rounds. Fortitude save (DC 15) negates. The save DC is Charisma-based.
Spell-Like Abilities: 3/day—confusion (DC 17). Caster Level 5th. The save DCs are Charisma-based.
Compound Eyes (Ex); A Butterfree’s eyes are exceptionally sharp and allow it to view foes from multiple angles, granting it a +3 competence bonus on attack rolls.
Skills: A Butterfree has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A Butterfree uses its Dexterity modifier instead of its Strength modifier for Climb checks.
CREATING A BUTTERFREE COHORT
This Butterfree has spent 10 out of 10 technique points. It has learned the following salient abilities: Compound Eyes (2), Confusion (5), Sleep Powder (3).

MythMage
2008-09-11, 10:51 PM
Pikachu
Tiny Magical Beast (Pokémon)
Hit Dice: 3d10-9 (13 hp)
Initiative: +5
Speed: 40 ft.
Armor Class: 20 (+5 Dex, +3 natural, +2 size), touch 17, flat-footed 15
Base Attack/Grapple: +4/-8
Attack: Bite +11 melee (1d2-2) or lesser orb of electricity +11 ranged touch (2d8 electricity)
Full Attack: Bite +11 melee (1d2-2) or lesser orb of electricity +11 ranged touch (2d8 electricity)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Growl, spell-like abilities, thunder wave
Special Qualities: Darkvision 60 ft., low-light vision, resistance to electricity 5, thunderstorm
Saves: Fort +2, Ref +9, Will +2
Abilities: Str 7, Dex 20, Con 6, Int 10, Wis 8, Cha 10
Skills: Hide +15, Listen +5, Move Silently +9
Feats: Iron Will, Weapon Finesse
Environment: Temperate forests
Organization: Solitary, storm (15-25), or domesticated
Challenge Rating: 5
Treasure: None
Alignment: Often neutral
Advancement: 5-8 HD (Tiny); 9-12 HD (Small)
Level Adjustment: +4 (cohort)

“When several of these Pokémon gather, their electricity could build and cause lightning storms.” – Pokédex, Blue Version
“It raises its tail to check its surroundings. The tail is sometimes struck by lightning in this pose.” – Pokédex, Silver Version

COMBAT
Pikachus generally avoid combat.
Growl (Ex): As a standard action, a Pikachu can release an intimidating growl that demoralizes all enemies within 30 feet. Each enemy in that area must succeed on a Will save (DC 11) or suffer a -1 morale penalty on attack and damage rolls against the Pikachu for the next six rounds. The save DC is Wisdom-based.
Spell-Like Abilities: At will—lesser orb of electricity; Caster Level 4th.
Thunderstorm (Su): When fifteen or more Pikachus are within 1000 feet of each other for at least 24 hours, the weather in a 3-mile radius centered on them is affected as if by control weather designating a fierce electrical storm for as long as at least 15 of the Pikachus stay within 1000 feet of each other. The Pikachus cannot suppress this effect.
Thunder Wave (Sp): As a standard action, a Pikachu can release a paralyzing bolt of electricity as a ranged touch attack against a creature within 30 feet of it. The creature must succeed at a Fortitude save (DC 12) or be paralyzed for 1d3 rounds and slowed for 1 minute thereafter. This ability has a caster level of 4th and an effective spell level of 2nd. The save DC is Charisma-based.
CREATING A PIKACHU COHORT
This Pikachu has spent 7 out of 9 technique points. It has learned the following salient abilities: Growl (1), Lesser Orb of Electricity (2), Thunder Wave (4).

Raichu
Small Magical Beast (Pokémon)
Hit Dice: 9d10 (49 hp)
Initiative: +5
Speed: 40 ft.
Armor Class: 21 (+5 Dex, +5 natural, +1 size), touch 16, flat-footed 16
Base Attack/Grapple: +9/+8
Attack: Bite +15 melee (1d4+4) or lesser orb of electricity +15 ranged touch (5d8 electricity)
Full Attack: Bite +15 melee (1d4+4) or lesser orb of electricity +15 ranged touch (5d8 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Growl, spell-like abilities, thunder wave
Special Qualities: Darkvision 60 ft., low-light vision, resistance to electricity 10
Saves: Fort +8, Ref +11, Will +8
Abilities: Str 16, Dex 21, Con 11, Int 10, Wis 16, Cha 18
Skills: Hide +11, Jump +13, Listen +15, Move Silently +9
Feats: Great Fortitude, Iron Will, Weapon Finesse
Environment: Temperate forests
Organization: Solitary or domesticated
Challenge Rating: 9
Treasure: None
Alignment: Often neutral
Advancement: 10-14 HD (Small); 15-19 HD (Medium)
Level Adjustment: +1 (cohort)

“Its long tail serves as a ground to protect itself from its own high voltage power.” – Pokédex, Blue Version
“If the electric pouches in its cheeks become fully charged, both ears will stand straight up.” – Pokédex, Silver Version

COMBAT
Raichus enjoy a challenging fight, and will charge in with a barrage of electric attacks.
Growl (Ex): As a standard action, a Raichu can release an intimidating growl that demoralizes all enemies within 30 feet. Each enemy in that area must succeed on a Will save (DC 17) or suffer a -1 morale penalty on attack and damage rolls against the Raichu for the next six rounds. The save DC is Wisdom-based.
Spell-Like Abilities: At will—lesser orb of electricity; 3/day—call lightning (DC 17), lightning bolt (DC 17). Caster Level 9th. The save DCs are Charisma-based.
Thunder Wave (Sp): As a standard action, a Raichu can release a paralyzing bolt of electricity as a ranged touch attack against a creature within 30 feet of it. The creature must succeed at a Fortitude save (DC 16) or be paralyzed for 1d3 rounds and slowed for 1 minute thereafter. This ability has a caster level of 7th and an effective spell level of 2nd. The save DC is Charisma-based.
CREATING A RAICHU COHORT
This Raichu has spent 17 out of 18 technique points. It has learned the following salient abilities: Call Lightning (5), Growl (1), Lesser Orb of Electricity (2), Lightning Bolt (5), Thunder Wave (4).

Raichu, Advanced
Small Magical Beast (Pokémon)
Hit Dice: 12d10+3 (69 hp)
Initiative: +5
Speed: 40 ft.
Armor Class: 21 (+5 Dex, +5 natural, +1 size), touch 16, flat-footed 16
Base Attack/Grapple: +12/+11
Attack: Bite +18 melee (1d4+4) or lesser orb of electricity +18 ranged touch (5d8 electricity)
Full Attack: Bite +18 melee (1d4+4) or lesser orb of electricity +18 ranged touch (5d8 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, thunder wave
Special Qualities: Darkvision 60 ft., low-light vision, resistance to electricity 15
Saves: Fort +10, Ref +13, Will +9
Abilities: Str 16, Dex 21, Con 11, Int 10, Wis 16, Cha 19
Skills: Hide +11, Jump +13, Listen +18, Move Silently +9, Spot +6
Feats: Great Fortitude, Iron Will, Empower Spell-Like Ability (lightning bolt), Toughness, Weapon Finesse
Environment: Temperate forests
Organization: Solitary or domesticated
Challenge Rating: 10
Treasure: None
Alignment: Often neutral
Advancement: 13-14 HD (Small); 15-19 HD (Medium)
Level Adjustment: +1 (cohort)

COMBAT
Spell-Like Abilities: At will—lesser orb of electricity; 7/day—cat’s grace (self only, stacks once up to a +8 bonus); 3/day—call lightning storm (DC 19), empowered lightning bolt (DC 17). Caster Level 12th. The save DCs are Charisma-based.
Thunder Wave (Sp): As a standard action, a Raichu can release a paralyzing bolt of electricity as a ranged touch attack against a creature within 30 feet of it. The creature must succeed at a Fortitude save (DC 16) or be paralyzed for 1d3 rounds and slowed for 1 minute thereafter. This ability has a caster level of 12th and an effective spell level of 2nd. The save DC is Charisma-based.
CREATING AN ADVANCED RAICHU COHORT
This Raichu has spent 24 out of 24 technique points. It has learned the following salient abilities: Call Lightning Storm (9), Cat’s Grace (4), Lesser Orb of Electricity (2), Lightning Bolt (5), Thunder Wave (4). It spent its ability score increases from its 12th Hit Die on Charisma.

black dragoon
2008-09-11, 10:51 PM
We are using a mix actually. We have a machop right now based off your work up.

one who teases
2008-09-11, 10:57 PM
yup and i did it. okay most of it. whatever.

black dragoon
2008-09-12, 01:07 PM
Evee and it's evolutions are complete. I'm thinking of setting up a 'pokedex' thread to put all these in so I can get their order down pat.

Knaight
2008-09-12, 04:46 PM
There is a table code somewhere, that basically lets you make tables, that incidentally work really well for classes. Anyone know where that is, its be a good resource to have access to for this thread.

black dragoon
2008-09-12, 04:47 PM
Yeah. I have no skill in coding so I don't know it myself. I'll ask around as well.

one who teases
2008-09-12, 06:47 PM
maybe haruhi can help.

MythMage
2008-09-12, 07:59 PM
We are using a mix actually. We have a machop right now based off your work up.
The one on the first page? If you didn't modify my stuff before you used it, it looks like some mistakes were made. Let me walk you through it:


First, we start with Machop's base stats. here (http://www.psypokes.com/dex/psydex/066/all)'s a good site for such things. It has the following:

HP: 70, Attack: 80, Defense: 50, Speed: 35, Special Attack: 35, Special Defense: 35.

Hit Points / 5 = Constitution = 70 / 5 = 14
Attack / 5 = Strength = 80 / 5 = 16
Defense / 10 = Natural Armor = 50 / 10 = 5
Speed / 5 = Dexterity = 35 / 5 = 7
Special Attack / 5 = Charisma = 35 / 5 = 7
Special Defense / 5 = Wisdom = 35 / 5 = 7

Int is always 10 unless the Pokemon is Psychic-type or a special case.

Next, we apply the special size modifiers. Machop is 2' 4", so it's Small and has the following changes:

Natural armor: 5 + 0 (no change) = +5
Strength: 16 - 2 = 14
Dexterity: 7 + 1 = 8
Constitution: 14 - 1 = 13

So, that gives us these base stats:


Natural armor bonus +5
Abilities: Str 14, Dex 8, Con 13, Int 10, Wis 7, Cha 7


HD determinant = sum of all base stats / 25 =
(70+80+50+35+35+35) / 25 = 305 / 25 = 12.2

The base HD for Machop is 1/3 its HD determinant rounded down; the maximum HD is equal to the HD determinant rounded down. That gives us the following:


HD: 4
Advancement: 5-8 HD (Small); 9-12 HD (Medium)


Next, let's figure out its creature type. "Fighting-types suffer a -4 penalty on saves against psionics, gain adamantine strike (their natural weapons can penetrate damage reduction as if they were adamantine), and are almost always monstrous humanoids." So Machop is a monstrous humanoid with a vulnerability to psionics and adamantine strike.


And that's all my system does without salient abilities. It gives us a standardized chassis to work off of at the very least, which looks like this:

Machop
Small Monstrous Humanoid
Hit Dice: 4d8+4 (22 hp)
Initiative: -1
Speed: 20 ft.
AC: 15 (+1 size, -1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+2
Attack: 2 slams +6 melee (1d8+2)
Full Attack: 2 slams +6 melee (1d8+2)
Face/Reach: 5 ft./5 ft.
Special Attacks: adamantine strike
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 14, Dex 8, Con 13, Int 10, Wis 7, Cha 7
Skills: 14 skill points
Feats: 2 feats
Climate/Terrain: Underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Often chaotic neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: +?

Adamantine Strike (Ex): A Machop's natural weapons are treated as adamantine for the purpose of overcoming damage reduction.

Saving Throws: Machops suffer a -4 penalty on saving throws against psionic effects.

Onto this you add its special abilities, either my salient abilities (I don't think I made any relevant to a Fighting-type, however) or else make some up. Personally, I'd add at least augmented critical (to simulate Karate Chop), plus one or two others.

Augmented Critical (Ex): A Machop's slam threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical.


Finally, you pick out feats and skills, and then you are done with the building, ready to assign a level adjustment and CR.

black dragoon
2008-09-12, 08:03 PM
I'll modify accordingly then. are the types posted on that page I don't remember seeing them.

one who teases
2008-09-12, 08:08 PM
oh phewy. and i just got the hang of it. kay so i will try it again with ur corections.

MythMage
2008-09-12, 09:01 PM
are the types posted on that page I don't remember seeing them.
Yeah, they're the third paragraph under the bold header "Type, Size, and Non-Salient Special Abilities". It's the longest paragraph in the post.

black dragoon
2008-09-12, 09:09 PM
oh...right I'll remember that.

Knaight
2008-09-13, 12:43 AM
Found the table.
{table]Level|BAB|Ref|Fort|Will|Special[/table]
Basic class info. Now for sandshrew sandslash, keeping flavor rather than a stat transfer. I probably won't do this all right now, its about midnight here.
Sandshrew/Sandslash
HD: d10
{table]Level|BAB|Ref|Fort|Will|Special
1|1|0|2|0|Burrow 10, Claws 1d4, Mettle
2|2|0|3|0|+1 Natural Armor
3|3|1|3|1|Claws 1d6
4|4|1|4|1|DR 1/-
5|5|1|4|1|Tremorsense 5 feet
6|6/1|2|5|2|Burrow Options
7|7/2|2|5|2|+2 Natural Armor
8|8/3|2|6|2|Claws 1d8
9|9/4|3|6|3|DR 2/-
10|10/5|3|7|3|Tremorsense 10 feet
11|11/6/1|3|7|3|Sandslash Traits, Claws 1d10
12|12/7/2|4|8|4|Burrow 20, +3 natural Armor
13|13/8/3|4|8|4|DR 3/-
14|14/9/4|4|9|4|+1d8 charge damage, Claws 1d12
15|15/10/5|5|9|5|Burrow 30, Tremorsense 20 feet, 1d8 resist charge.
16|16/11/6/1|5|10|5|DR 4/-, +4 Natural Armor
17|17/12/7/2|5|10|5|+1d10 charge damage, Claws 2d8
18|18/13/8/3|6|11|6|1d10 resist charge, Rollover Charge
19|19/14/9/4|6|11|6|DR 5-, +4 Natural Armor, Burrow 40
20|16/11/6/1|5|10|5|Claws 2d10, 1d12 resist charge, Tremorsense 40[/table]
Burrow Options-Sandshrew/Sandslash can choose whether or not to leave a tunnel when they burrow.
Sandslash Traits- If anyone fails an unarmed attack against sandslash they take 1d6 damage. If sandslash uses defense curl, this increases to 1d10, furthermore, sandslash gains an additional +1d4 piercing damage on a charge.
Rollover Charge-A sandslash can attempt a trip attack when they charge. If it succeeds, they can continue movement in a straight line, even making other charge attempts, although they can have no more charge attempts than attacks.

black dragoon
2008-09-13, 10:21 AM
How did you get the table code? I could really use it.

MythMage
2008-09-13, 10:48 AM
Just use the "Quote" button on his post and you can see the code he used.

Knaight
2008-09-13, 11:04 AM
I used the quote button on someone else's post, then took the table code. Its table /table, but both of these have to be connected to the lines. | is Shift \, and used to separate entries, use enter to separate lines.

black dragoon
2008-09-13, 11:14 AM
Right. I take I can't just use Excel either.

Knaight
2008-09-13, 11:27 AM
Unfortunately no.

black dragoon
2008-09-13, 11:28 AM
Darn I figured that was the case but at least I checked before trying it. I'm setting up the pokedex thread today by the way. I need to get these things organized and Haruhi just gave me the perfect means to do so.

Knaight
2008-09-13, 11:57 AM
Thoughts on Sandshrew/Sandslash?

black dragoon
2008-09-13, 12:00 PM
Specify when it evolves, what happens when that occurs and put in when a new attack/maneuver becomes open for it's roster. Also as you build on it create a list of what attacks it can know.

Knaight
2008-09-13, 12:01 PM
It was finished when you posted that. Basically it gets a few moves by default that aren't manuevers, damage reduction, natural armor, then some spike related stuff once it hits sandslashness.

black dragoon
2008-09-13, 12:04 PM
cool. then it gets my seal of approval we'll Haruhi look at it and see what she thinks.

Eco-Mono
2008-09-13, 05:18 PM
Writing up various cities and zones right now. But I've got some questions about the setting as we're portraying it here...

Are we going with the video games, or the TV show, or the manga as the primary source of canon?
What time period should be used in the descriptions, in comparison to canon?
My personal preference is the video games, with scale and inspiration taken from the TV show when the games don't suffice. But I'd like to hear what everyone else had in mind.

black dragoon
2008-09-13, 05:20 PM
we're borrowing primarily form the games as far as I can tell. Haruhi should be able to offer up more info I'm just the brew-monkey.

Knaight
2008-09-14, 02:18 PM
Alright, so lets start up with the move mechanics. I have something, but its kind of clunky, that said it lets you use any move you want whenever, but using one move repeatedly gets progressively more difficult. So you get 4 moves, and write them down on cards. You place them all in a line. Using these costs points, and you have a fifth placer card to note that. When you use a card, you move it forward. Think of it like a graph, cards are on the x axis, and move one forward on Y. Resting moves the placer card up 1, and all cards stay within 3 places of the pacer. When a card is equal in place to the placer it costs the normal amount of points, when used it goes forward. When 1 above the forward it costs 1.5 times as many points, at 2 places above it costs 2 times as many points, and at 3 places above it costs 3 times as many points. It never goes beyond 3 places above. Reverse this for places behind the pacer. This adds tactical depth, with decisions such as whether to rest and lose a turn, or pay more, whether to use more powerful moves despite them being higher, whether to save a powerful move allowing for several quick low cost blasts, etc. The easiest way to do this is a 5x7 grid, with the placer at (1,4), and when you move the placer up just pull everything else down. It sounds really odd, but should work well.

black dragoon
2008-09-14, 02:32 PM
We need to streamline it more. Mabye work it kinda of like spellcasting. Where you have X moves per day and can choose from a list of four which move is used during an attack. Or we could rip right out of 4E and use their per encounter system or do a rehash of ToB. Don't forget knaight this is being played online we need to keep the amount of footwork low. For a table top that'd be fine but online campaigns like this need to be quick and easy.

Knaight
2008-09-14, 02:38 PM
Good point, thats too complicated for an online game. I was thinking in tabletop terms when I came up with it, which is where it would actually work. So lets go ToB route. Warblade specifically, you use a move, you can't use it again until you make a basic attack or rest, although killing the basic attack bit works. The point cost of moves could translate into having duplicate moves, so that they could be used more often. The issue with that is that you would be looking at up to 32 moves, meaning probably around 16, but since its basically just check them off of the list thats reasonable.

black dragoon
2008-09-14, 02:41 PM
We can modify it a little further. Say they can only have four moves at time learned and give a spells per day feel that would more effectively emulate the game. which is what we are trying to do.

Knaight
2008-09-14, 05:33 PM
I like it, and that mimics the feel. Heck, I'm thinking of developing a quick card game that goes around that mechanic. Ish.

black dragoon
2008-09-14, 05:35 PM
Mine,or yours?
I assume yours since you mentioned the card game.

Haruhi08
2008-09-14, 07:33 PM
Now I think we are cooking. ^-^ I like it so far.
And yes, I think it would be best if more like the Game.

Knaight
2008-09-14, 07:37 PM
The thing is we are aiming to capture the feel of the game, rather than the mechanics, and the feel is not spam most powerful attack, even though thats what often works. I'm thinking duplicate moves would be the best strategy. However a slight complication could work here. TOB+points, as in there are the duplicate moves and such, when you use them up you can spend points to put them back into the deck, and once you run out of moves in the hand, you draw from the deck. If you don't have points, then they go to the discard for the fight.

black dragoon
2008-09-14, 07:42 PM
I realize there is a spam attack issue. But if we make a times per day that becomes almost nill. If I can use hyperbeam once per day I will choose very carefully when to use that trump card. especially in Gym battles.

Knaight
2008-09-14, 07:50 PM
Sure, but that has never been how it works, as there have always been a bunch of times, and a pokecenter nearby, and it doesn't have the same flavor. What I have is still in development, and I need to work out the kinks, but I'm thinking it could work. There are a lot of little decisions that need to be made, but I think that it will fit what we want perfectly. The game mechanics were never that great in the games, they didn't do exiting tension filled battles well. I'm certain both of us, as well as other people reading this have a great many relevant ideas bouncing around in their heads, and we might as well get them all down, then work from there. A time/day mechanic just isn't going to cut it.

Alright then, another idea. Everybody gets a certain amount of points to spend per turn, which they can spend on both attacks and defenses, and multiple attacks and defenses can be used per turn. Using keywords and ranks with stuff. So lets say someone has 9 points to blow per turn. They could spend 8 on hyperbeam, which also takes 8 points out of their next turn. But that leaves them vulnerable, and if their opponent opts for a single solid defense they will be able to deflect hyperbeam and beat the crap out of them next turn. They might throw two tackles, and a thunderbolt, because thats going to be harder to totally prevent, but its not going to be as effective going through. Just food for thought here.

black dragoon
2008-09-14, 07:53 PM
I have no problem with the mechanic but we can't forget that the D20 version is online. I'd happily use yours in a tabletop but for the online stuff I need a simple easy to pick up system.

Haruhi08
2008-09-14, 07:59 PM
You can use Hyper Beam multiple times but since it is such a powerful attack, that is why the pokemon who uses it is unable to do anything the next turn... Recharge. That is something for a trainer to consider since, for example, you are fighting a gym battle. You use hyperbeam and it doesnt kill the opponent. Well, now you are completely helpless for a turn. You see? I think a pokemon is able to use Hyper Beam about... 15 times before he can no longer use it. That being said it really isnt an attack a skilled trainer uses often when being left helpless is an outcome.

black dragoon
2008-09-14, 08:03 PM
That would be an added effect of using the attack. It was an example.
Maybe consecutive skill checks then a stripped down version of your system Knaight that doesn't have cards and works kind of like bending?

one who teases
2008-09-14, 08:19 PM
okay so i have a slightly different idea. How about with strong attacks such as hyper beam, there is a reload period for only that attack, which would leave open the possibilty of using low level attacks your next turn or the ability to dive/block other attacks that are aimed at you. It would allow a better chance at NOT dieing when you use the powerful attack.

black dragoon
2008-09-14, 08:22 PM
We're not quite that far yet...Right now we need the very basic stuff. Like how often can any attack be done?

Haruhi08
2008-09-14, 08:33 PM
Al, I get what you are saying but I dont agree.

A powerful attack like hyperbeam shouldnt let the pokemon do anything the next turn. If you die because you had to recharge, then you should have used a different attack that didnt make you recharge so you arent a sitting duck. That is just my opinion. Hyperbeam should be used wisely and if a trainer used hyperbeam, and then another attack like... tackle.... there would be no point in trying to conserve your hyperbeams for emergency situations. People would run wild with hyper beam because there would hardly be a penalty for using it... penalty probably isnt the best word for it but I hope you understand what I mean, anyway. ^-^

black dragoon
2008-09-14, 08:35 PM
Consequence is better.
That's what we are trying to fix. Right now we need a balanced system that lets us use a variety of attacks and abilities but limits them at the same time.

one who teases
2008-09-14, 08:37 PM
Okay didn't see it that way. I was going from a few games I played with a very long reload time. Equivalent to maybe twice per duel/fight. But yeah I get what you mean Haruhi

black dragoon
2008-09-14, 08:39 PM
Alright So now what's your opinion.

one who teases
2008-09-14, 08:44 PM
Hmm, well i believe that Haruhi has a good idea going....... she makes sense i having it so that a powerful attack like hyper beam be used as an in case of emergency. I like the idea, but i still say the abilty to make a feeble attempt to dodge/block could be considered. Just my thought.

black dragoon
2008-09-14, 08:47 PM
Severe penalties. That all comes later. We need help with the CORE system not one of it's most powerful attacks. How do you think we should implement a system of techniques?

one who teases
2008-09-14, 08:51 PM
Okay so how about having it so there is only a set number of attacks that can be used, like assigning a number to each level of the mon, so level x has x points and level ghdjd has t points. The attacks themselves can each have a point number, like attack toeoe has to take up 9 points, and attack ejajao has to take 5 points, so on and so forth. The general idea being the stronger the attack the higher amount of points used for the attack to be used. It would deter to many high level attacks from being used and garantee that there will be low level attacks in play.

black dragoon
2008-09-14, 08:53 PM
Like a mana point system? That may work. We'll have to see what Knaight says.

one who teases
2008-09-14, 08:56 PM
Yeah like that.

Haruhi08
2008-09-14, 08:56 PM
Wow.... Bravo, Al! I like it. ^-^

black dragoon
2008-09-14, 08:58 PM
It may work very well. But how long would it take for the points to recharge?

Haruhi08
2008-09-14, 09:04 PM
I think that would be easy. There are items that do that. Ether and Max Ether. If you dont have one or the other, they wouldnt recharge until you went to a pokemon center.

Another way to recharge them would be to sleep but the amount you get back would be determined by how many hours you slept.

one who teases
2008-09-14, 09:05 PM
The points are on a fight by fight basis. They are only on what attacks are chosen for the specific duel. They serve no other purpose than to keep the high level attacks down to a minimum and keep the lower level attacks up. It is a way to keep the playing field relativley even. When the battle begins they are no longer used. Unless someone wants to expand on the idea and have it so there are point ranges, each range has a longer rebout time, the higher the range the longer the 'bout, so the major high level attacks would be kept to the in-case-of-emergency place.

black dragoon
2008-09-14, 09:11 PM
Thematically it does not fit sorry to say it actually is a really good idea though. We should toss that up as spellcasting variant. havinga points per day basis would work though.

LastoftheSummer
2008-09-14, 09:11 PM
Mana should only be used for special techniques, then have normal actions used to recharge them for example:
if a special takes 20pts average then
8pts restored for defending next turn or a successful block
15pts for waiting a turn
2pts for a normal attack, doubling for each successful attack (4pts, 8pts, etc.) to reward for combos
10pts for a KO
30pts for winning a battle (all opponents KO'ed)

Adjust pts as needed for flavor

black dragoon
2008-09-14, 09:15 PM
Hi! that was out of the blue!:smallconfused:
Are you here to help? I like the concept but we were not planning on fight by fight basis. Rather a pool that is drawn from throughout the day and can be exhausted if a trainer tries to fight well beyond there capabilities.

Knaight If you're seeing this I'm already working on how to prevent Spamming.

one who teases
2008-09-14, 09:19 PM
Oh well it is an idea to play with then. Hi last of the summer!!! Welcome. take a chair and stay!!!!

LastoftheSummer
2008-09-14, 09:20 PM
Looked interesting thought I'd interject

Haruhi08
2008-09-14, 09:22 PM
I still think my idea would be easiest for an internet game. ^-^ Just gonna throw that out there. >.>

black dragoon
2008-09-14, 09:25 PM
We know. Thanks Last of. We can still use you help.

LastoftheSummer
2008-09-14, 09:28 PM
A daily pool would work fine I'm just suggesting that certain in-battle actions should restore point as well( although not as much as ethers/ berries/ whatever) so so a -mon doesn't burn out mid battle.

black dragoon
2008-09-14, 09:31 PM
Yet it does happen. I've Mon run out of PP in mid-battle a few times. The point values can be rescaled and it can be reworked into other aspects. of the systems possibly.

Haruhi08
2008-09-14, 09:31 PM
But it does happen. When a pokemon runs out of moves, the only thing they can do is flail...

I should know, It happened to me when I was up against the Elite Four in my Blue Version Game. xD

black dragoon
2008-09-14, 09:33 PM
Alright that was just weird....haruhi I love you hun but stop reading my mind.:smalleek:

Haruhi08
2008-09-14, 09:33 PM
*looks at the post Dragoon posted the same time I posted my post*

Wow, that's scary... xD

black dragoon
2008-09-14, 09:34 PM
Let me know when your going to do that.

Haruhi08
2008-09-14, 09:34 PM
xD I would if I could! And I think we kinda just did the same thing again. xD

one who teases
2008-09-14, 09:40 PM
I second Harushi, the ether and mega ether for rebout is a good idea for points.

LastoftheSummer
2008-09-14, 09:41 PM
Its been awhile (years) since I played, if burn-outs work thematically the go with it, have you decided how points will be calculated or spent?

one who teases
2008-09-14, 09:42 PM
I think it was based on the attack. The more power, the more point drain. And dido i haven't really played all that much. EVER.

Haruhi08
2008-09-14, 09:42 PM
I dont think we have but dont take my word for it. xD

I think we have discussed it but I dont think we have really decided on anything.

black dragoon
2008-09-14, 09:43 PM
I should be able to hack apart some of Unearthed Arcana for a point scale. As to how they are spent I shall be needing helps.

*grabs a rather bloody and large Meat cleaver*
well to work I go then!:smallbiggrin:

LastoftheSummer
2008-09-14, 09:46 PM
while you do that I'll go download a copy of the game:smallbiggrin:

black dragoon
2008-09-14, 09:51 PM
Good Idea I may very well do the same.

one who teases
2008-09-14, 09:52 PM
and i'll go to sleep night y'all, see ay tomorrow, or at least read ya. Hehe

black dragoon
2008-09-14, 09:54 PM
Right Talk to you tomorrow.

LastoftheSummer
2008-09-14, 09:56 PM
Hey I found a copy of moemons

can't decide if it's cute or creepy:smalleek: