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black dragoon
2008-09-13, 11:31 AM
Alright folks if you haven't noticed the Pokemon D20 threads are becoming overburdened with stats and as such I've decided to create a thread dedicated to the mon themselves. Please no one post till I give the go ahead alright?

Alright here is the point progression for the D20 Version.

{table]Level|NormalFighting|Elemental|Special Attack types
1st|0 |2| 3
2nd| 0 |4 |5
3rd |1 |7 |8
4th| 5 |11| 14
5th |6 |16 |19
6th |9 |24 |29
7th |14| 33 |37
8th |17 |44 |51
9th |22|56 |63
10th|29 |72 |81
11th |34 |88 |97
12th |41 |104| 115
13th |50|120 |131
14th |57 |136| 149
15th |67 |152 |165
16th |81 |168 |183
17th |95 |184 |199
18th |113| 200 |217
19th |133 |216 |233
20th |144 |232 |249[/table]


Points are used to fuel a mon's attacks and abilities. By resting for one hour a mon can regain 5 points. By resting an uninterrupted eight hours it can regain all it's points.

There three point progressions. Which a mon ends up with is decided by their type. They are as follows.In dual type Mon use the highest point progression.

Normal/fighting types: these are pokemon that focus on physical fighting and hand to hand combat. These are: Flying,Normal,Bug ,Fighting and Dragon.
Elemental Types:These are mon that are in tune with one of the elemental aspects of the world around them. They are: Fire,water,electric,ground,Ice,and rock types.
Special Attackers- These Mon focus on status effects and turning their opponents against themselves. They are:Grass,Poison,Psychic, and ghost types.

black dragoon
2008-09-13, 11:32 AM
Prairie Pokemon:

http://i4.photobucket.com/albums/y149/Sango_Domona/PrairiePokemon1.gif

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

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



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



Kangaskhan

Large magical beast
Hit dice: 5d10+30
Init:
Speed: 60ft
AC: 1 (10+(+3dex)+(4naturalAmr)-(-1size))
Attacks:
Face/Reach: 5 ft. by 5 ft./0 ft.
Damage:
Special Attacks:
Special Qualities:
Saves: will+3, reflex+4 fortitude+5
Abilities: str. 23(m+5), dex 17(m+3), con 23(m+5), int 10(m+0), wis16(mod+3), char 10(m+0),
Skills: listen +13 spot+10
Feats: toughness, power attack
Climate/Terrain: jungle/forest/grassland
organization groups
CR:
Treasure: normal
Alignment: neutral
Advancement: small (5-10 hd) lrg (10-15)
Kangaskhan is a brown and cream colored kangaroo-like creature with a little purple baby Kangaskhan usually sitting in her pouch. Kangaskhan are very nurturing to their young and other Kangaskhan, but if anyone tries to touch or harm their young the parent Kangaskhan will viciously attack the person trying to harm the baby Kangaskhan. Kangaskhan appear mostly in jungle-like areas. They have been imported to Kanto for its Safari Zone. Kangaskhan do not evlove from or into any other pokemon.
http://i146.photobucket.com/albums/r253/Ryuudra/Pokemon/Kangaskhan1.gif


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

black dragoon
2008-09-13, 11:34 AM
Forest Pokemon:

http://i4.photobucket.com/albums/y149/Sango_Domona/ForestPokemon.gif

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 10, 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 10, 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



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 10, 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 10, 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 10, 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



Ekans


Medium Magical Beast
Hitdice: 3d10+3 (19 hp)
Init: +3 (+3 Dex)
Speed: 30 ft., climb 20 ft.
AC: 16 (+3 natural, +3 Dex), Touch 13, Flat-footed 13
Attacks: Bite +6
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Bite 1d6+4
Special Attacks: Improved Grab,
Special Qualities: Scent
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 17, Dex 17, Con 12, Int 10, Wis 12, Cha 8
Skills: Survival+6, Climb +14, Hide +11, Balance +11, Listen +9
Feats: Stealthy
Climate/Terrain: any wilderness
Organization: Solitary
CR: 3
Treasure: Standard.
Alignment: usually neutral
Advancement: 4-8 HD (Medium)
Skills: Ekans receive a +4 racial bonus to Hide, Listen, and Spot
checks and a +8 bonus to Balance checks. They can use strength or dexterity
for climb checks, whichever is better.
This reptilian Pokémon resembles a snake (its English name even being an anagram of the word "snake" spelled backward while other languages use an anagram of the word "boa"). It has a rattle at the tip of its tail, and is mostly purple while its underbelly, eyes, rattle, and the "bands" on it are yellow. Like actual snakes, Ekans will lash out with a bite when frightened by anything it sees as a threat. If one happens to be bitten by a young Ekans, they are lucky. As an Ekans doesn't possess the ability to add poison to its bite until after it evolves into an Arbok.
http://i283.photobucket.com/albums/kk316/firefox1362/Ekans.png

Arbok

Large Magical Beast
Hitdice: 11d10+22 (82 hp)
Init: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft., Climb 20 ft.
AC: 18 (-1 size, +3 Dex, +6 Natural), Touch 12, Flat-footed 15
Attacks: Bite +17
Face/Reach: 5 ft. by 5 ft.(coiled)/10 ft.
Damage: 1d8+10
Special Attacks: Frightful presence, Improved Grab, Constrict, Poison
Special Qualities:Scent
Saves: Fort +11, Ref +12, Will +8
Abilities: Str 25, Dex 17, Con 14, Int 11, Wis 14, Cha 10
Skills: Wilderness Lore +11, Climb +17, Hide +11, Balance +11, Listen
+11, Forgery +7
Feats:, Improved Grapple,stealthy
Climate/Terrain: any wilderness
Organization: Solitary or Pair
CR: 5
Treasure: Standard.
Alignment: usually neutral
Advancement: HD 12-15 (Large), 16-19 (Huge)
Poison (Ex): Bite, (DC 12 + 1/2 HD + Con Modifier) initial and
secondary damage 1d6 strength.
Skills: Arboks receive a +4 racial bonus to Hide, Listen, and Spot
checks and a +8 bonus to Balance checks. They can use strength or dexterity for climb checks, whichever is better.
A reptilian with purple scales over most of its body. It has lost the rattle it had on its tail as an Ekans. Like a cobra, it can spread out its ribs into a hood. On its "hood", it has a design much like an angry face. The frightening patterns on its belly have been studied. Six variations have been confirmed. Rather vicious, Arbok are territorial. They lash out at intruders with long fangs tipped with deadly venom. With a vengeful nature, it won't give up a chase after prey or an opponent, no matter how far, once it targets it prey.
http://i283.photobucket.com/albums/kk316/firefox1362/arbok.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.
http://archives.bulbagarden.net/w/upload/f/f4/020Raticate.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

black dragoon
2008-09-13, 11:35 AM
Mountain Pokemon:

http://i4.photobucket.com/albums/y149/Sango_Domona/MountainPokemon.gif

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


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



Machop


Machop
Small Monstrous Humanoid
Hit Dice: 4d8+4 (24 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: 1 slams +6 melee (1d4+2)
Full Attack: 1 slams +6 melee (1d4+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


Machoke

Fighting Type [fight]
Hit dice: 8d8+4(55HP)
Init:-1(Dex)
Speed: 30ft
AC: 18 ( 10+(-1)+1 +7)
Attack/Grapple: +4/+9
Face/Reach: 5 ft. by 5 ft./5ft.
Damage:1 slam+9(1d6+5)
Special Attacks:
Special Qualities: Fire lift 2-3 x its own weight
Saves: will +2, reflex + 0 fortitude +5
Abilities: Str start 20 (mod of+5), Dex 8(-1), Con 16(+3), Int 10(+0), Wis 12 (+1), Cha 10(+0)
Skills: jump tumble
Feats: improved unarmed strike
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:
Treasure: normal
Alignment: usually neutral
Advancement:5-8 hd (small) 9-12 (large)
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.
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.

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.



Magmar

Medium Elemental(fire)
Hit dice:5D8+5(32)
Init:+4(+4Dex)
Speed:30'
AC: 19(10+5(Nat. Amr.)+4(Dex))
Attack/Grapple: +3/+7
Face/Reach:5'/5'
Damage:1 slam +7(1d4+4)
Special Attacks:
Special Qualities: Fire immunity and cold vulnerability
Saves: will+4,reflex+8 fortitude+2
Abilities: str19,dex18,con13, int10,wis17,char20
Skills: Climb+8, intimidate+8
Feats: Power attack,Searing Flames
Climate/Terrain: Warm mountains
organization: Solitary
CR: 5
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: 6-9HD(medium),10-15(large)
Magmar is a Pokémon with a human-like stance that has traits of a duck and a mythical salamander. Magmar has a red body with a yellow flame design on it. It has a yellow tail that has a flame on it. Magmar has yellow thighs, black legs and red feet with two toes each. Magmar's arms are covered in red, rigid scales and it has red hands with five fingers. Magmar has a row of red spikes running down its back. Magmar has two lumps on its forehead with a flame on top of each one, and a yellow beak.
Due to Magmar's tail-flame and partial-reptilian appearance, it has been considered to be a distant cousin of the Charmander-line. Whenever a Magmar is faced with being in an environment that it finds to be cold for it, it will spew out flames to warm up the surrounding area.
http://th63.deviantart.com/images/300W/i/2003/45/1/9/Magmar_eggs.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

black dragoon
2008-09-13, 11:36 AM
Shore Pokemon:

http://i4.photobucket.com/albums/y149/Sango_Domona/ShorePokemon.gif

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



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



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!

black dragoon
2008-09-13, 11:37 AM
Sea Pokemon:
http://i4.photobucket.com/albums/y149/Sango_Domona/SeaPokemon.gif

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



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



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



Lapras

Large magical Beast(Aquatic,Cold)
Hit dice:10D10(152)
Init:+1(+1Dex)
Speed:10, swim 50'
AC: 18(10+8(nat amr)+1(dex)-1(size))
Attack/grapple: +10/+13
Face/Reach: 10'/10'
Damage:1 Slam+13(1D8+3)
Special Attacks:
Special Qualities:vunerability to Shocking,immunity to cold.
Saves: will, reflex fortitude
Abilities: str17 , dex12 ,con30 , int10 , wis19 , char17
Skills: Swim+12,spot+10,sense motive+4
Feats:power attack,Ability focus(one technique),Chilling force*,Percise Shot
Climate/Terrain: Any aquatic
organization Solitarty or Pod(15-30 lapras)
CR:10
Treasure: Standard
Alignment: usually Neutral good
Advancement: 11-20HD(huge)
Lapras is a large sea creature which resembles a plesiosaur. It has four flippers, however its front ones are notably longer than its hind flippers. It has a long neck, and large black eyes. It has unusual curled ears and a short horn in the middle of its forehead. Its body is largely blue, while its underside is a light cream color. Its most distinguishing feature is the heavy shell on its back, which is very dotted with blunt knobs.Lapras are a social Pokémon, and swim through the sea in large pods. They keep track of their fellow pod members through use of high-pitched songs they constantly sing, much like whales. Unfortunately they are very docile and do not like to fight, this has made them an easy target for hunters. They are currently very rare in the wild. Their songs have become very sorrowful in recent times as it has become harder and harder for these peaceful Pokémon to find others of their kind. They are highly intelligent, and have been said to be able to learn human speech.
http://i4.photobucket.com/albums/y149/Sango_Domona/lapras.gif

black dragoon
2008-09-13, 11:39 AM
Town Pokemon:
http://i4.photobucket.com/albums/y149/Sango_Domona/TownPokemon.gif

Grimer


Small Ooze [Acid]
Hitdice: 4d10+13 (35 hp)
Init: -1 (-1 Dex)
Speed: 15 ft.
AC: 10 (+1 size, -4 dexterity, +3 natural), Touch 7, Flat-footed 10
Base Attack/Grapple: +3/+4
Attacks: Slam +5,
Face/Reach: 5 ft./5 ft.
Damage: Slam 1d4+1 and 1d4 Acid
Special Attacks:
Special Qualities: Acid and Poison Immunity, blindsight 60 feet.
Saves: Fort +3, Ref -3, Will -2
Abilities: Str 13, Dex 9, Con 14, Int 10, Wis 4, Cha 14
Feats: Power Attack
Climate/Terrain:Underground.
Organization: Solitary, or sludge (20-30 Grimers).
CR: 2
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 5-8 HD (small), 9-12 HD (medium)
Grimer is a purple pile of poisonous sludge. It has saucer-like eyes and a gray mouth. Grimer may be distantly related to Koffing, another Pokémon that is associated with pollution.
http://i219.photobucket.com/albums/cc155/Kabezosky/Pokemon/Grimer.png

Muk

medium Ooze [Acid]
Hitdice: 6d10+13 (35 hp)
Init: +0 (+0 Dex)
Speed: 20 ft.
AC: 13 (+0 dexterity, +3 natural), Touch10 , Flat-footed 10
Base Attack/Grapple: +4/+2
Attacks: Slam +7, or ranged touch +7
Face/Reach: 5 ft./5 ft.
Damage: Slam 1d8+3 and 1d6 Acid
Special Attacks: Foul Stench, Improved Grab, Acid,
Special Qualities: Acid and Poison Immunity, blindsight 60 feet.
Saves: Fort +3, Ref -3, Will +0
Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 14
Feats: power attack,Improved Grapple
Climate/Terrain: Swamps, Middens, and Underground.
Organization: Solitary, or sludge (20-30 Grimers+1D4 Muks).
CR: 5
Treasure: Standard.
Alignment: Often Neutral
Advancement: 7-8 HD (small), 9-12 HD (medium)
Muk basically look very similar to its previous form, Grimer. The main differences are that Muk is larger than Grimer, and has a wider mouth and smaller eyes. It is also usually depicted with its left arm being much larger then the right one. This Pokémon likes warm and moist places. Groups of them accumulate in dirty places, such as garbage dumps or sewers. They sometimes also reside in dirty back alleys of towns.
http://gi248.photobucket.com/groups/gg181/4ORTUG07F1/089-Muk.png



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



Porygon


Tiny Construct(living)(normal group)
Hit dice:1D10+4(14)
Init:-1(-1Dex.)
Speed:10, fly30(poor)
AC: 19(10+7(nat. Amr.)+2(size) )
Attacks:+0/+0
Face/Reach:
Damage:slam +0(1d3+0)
Special Attacks:
Special Qualities:living construct traits,
Saves: will, reflex fortitude
Abilities: str10, dex10 ,con12, int10 , wis15 , char17
Skills: +5hide
Feats: toughness
Climate/Terrain:
organization:solitary
CR:1/2
Treasure: Standard
Alignment: neutral
Advancement: 3-4HD(tiny),5-7(small)
Porygon is the first artificial Pokémon that was ever created. It was created by Pokémon Lab according to a Pokémon Report found in Silph Co.. Porygon has a pink polygonal body with a blue stomach, blue triangular prism feet and a blue rectangular prism tail. Porygon has a pink, polygonal head that ends in a blue beak and has hexagon eyes. It does not breathe. Porygon is made completely out of programming code. Built into this code is a Silph copyright protection preventing duplication through electronic means.
http://archives.bulbagarden.net/w/upload/6/6b/137Porygon.png


Gastly
Medium Aberration (Extraplanar, Incorporeal, Pokémon, Spirit)
Hit Dice: 4d8-8 (10 hp)
Initiative: +7
Speed: Fly 50 ft. (perfect)
Armor Class: 19 (+3 Dex, +3 natural, +2 deflection), touch 15, flat-footed 15
Base Attack/Grapple: +3/–
Attack: Lick +6 incorporeal touch (1d4-2 negative energy plus paralysis)
Full Attack: Lick +6 incorporeal touch (1d4-2 negative energy plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: knockout gas, lick, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to poison, incorporeal traits, resistance to acid 10, semicorporeality
Saves: Fort -1, Ref +4, Will +2
Abilities: Str 7, Dex 16, Con 6, Int 13, Wis 7, Cha 20
Skills: Bluff +10, Diplomacy +7, Disguise +6 (+8 acting), Gather Information +7, Hide +3, Intimidate +14, Knowledge (history) +6, Listen +10
Feats: Ability Focus (lick), Improved Initiative
Environment: Temperate hills and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Often chaotic neutral
Advancement: 5-12 HD (Medium)
Level Adjustment: +3 (cohort)

COMBAT
Gastlies are mischievous and like to sneak up on victims and knock them out with a gas attack.
Knockout Gas (Ex): As a full-round action, a Gastly can bring itself a bit closer to material existence for one round. When a Gastly uses this ability, each living creature in its space must attempt a Fortitude save (DC 17) or fall unconscious for 1d10 rounds. Until the beginning of the Gastly’s next turn, any creature that enters its space must make a similar save or suffer unconsciousness as well. This ability only allows the Gastly to leak a tiny quantity of the gas that composes its body into the physical world. Using this ability does not make it any easier to attack the Gastly. The save DC is Charisma-based.
Lick (Ex): A Gastly’s tongue is charged with necromantic energies. It may attack with its tongue as an incorporeal touch. It deals 1d4 points of negative energy damage (modified by its Strength modifier) on a successful hit. Those that are struck must succeed on a Fortitude save (DC 12) or become paralyzed for 1d3 rounds. The save DC is Constitution-based, and includes a +2 bonus from Ability Focus.
Semicorporeality (Ex): A Gastly is only partially insubstantial, as it is also a physical gas. Unlike other incorporeal creatures, it has a Strength score, and does not use alternative ability scores as other incorporeal creatures do for weapon damage and special abilities. Also, a Gastly has a natural armor bonus and receives only one-half its Charisma bonus as a deflection bonus to armor class (minimum +1 deflection bonus). However, a Gastly still can’t grapple, uses its Dexterity modifier for melee attack rolls, is always silent, and retains all other qualities of the incorporeal subtype.
Spell-Like Abilities: 3/day—lesser confusion (DC 16); Caster Level 4th. The save DCs are Charisma-based.
Skills: Gastlies receive a +4 racial bonus on Listen and Intimidate checks.

black dragoon
2008-09-13, 11:40 AM
Sky Pokemon:

http://i4.photobucket.com/albums/y149/Sango_Domona/SkyPokemon.gif

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



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



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

black dragoon
2008-09-13, 11:42 AM
Wondrous Pokemon:

http://i4.photobucket.com/albums/y149/Sango_Domona/WondrousPokemon.gif

Jynx

Jynx
Medium Aberration (Cold, Psionic, Pokémon)
Hit Dice: 6d8+6 (33 hp)
Initiative: +4
Speed: 30 ft.
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Slam +8 melee (1d4 or lick +8 touch
Full Attack: 2 slams +8 melee 1d4 and lick +3
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., immunity to cold, power resistance 16, vulnerability to fire
Saves: Fort +5, Ref +6, Will +9
Abilities: Str 10, Dex 19, Con 13, Int 23, Wis 19, Cha 23
Skills: ?, Balance +15, Decipher Script +11, Diplomacy +8, Escape Artist +12, Jump +2, Knowledge (arcana) +16, Listen +11, Perform (dance) +19, Sense Motive +9, Spellcraft +18 (+20 to decipher scrolls), Spot +11, Use Magic Device +12 (+14 to use scrolls), Tumble +14, Use Rope +4 (+6 to bind)
Feats: Combat Expertise, Great Fortitude, Weapon Finesse
Environment: Cold underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Often neutral
Advancement: 7-19 HD (Medium)


Chansey

Small Fey (Pokémon)
Hit Dice: 6d6+114 (153 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +3/-6
Attack: Slam +4 melee (1d2-5)
Full Attack: 2 slams +4 melee (1d2-5)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Flee, low-light vision, lucky, shy, soft-boiled egg
Saves: Fort +21, Ref +5, Will +10
Abilities: Str 1, Dex 11, Con 49, Int 10, Wis 21, Cha 7
Skills: Heal +10, Listen +10, Sense Motive +8, Spot +10
Feats: Dodge (B), Mobility (B), Quick Reconnoiter (Comp Ad 112), Run, Weapon Finesse
Environment: Temperate forests, plains, and underground
Organization: Domesticated or solitary
Challenge Rating: 3
Treasure: Egg
Alignment: Usually neutral good
Advancement: 7-12 HD (Small); 13-18 HD (Medium)
Chansey has pink, egg-shaped body. She has hair-like outgrowths on the side of her head. Chansey has stubby limbs and a short tail. Chansey has a pouch that holds an egg in.
COMBAT
Chanseys avoid battle, and flee at the first opportunity, usually invoking their shy special quality.
Flee (Ex): As long as a Chansey does nothing but move during its turn, it gains an insight bonus to its Armor Class equal to its Wisdom bonus (+5) at the end of that turn, which lasts until the beginning of its next turn.
Lucky (Su): A Chansey can, once per day, improve the luck of one creature within 30 feet. That creature gains a luck bonus on its next d20 roll equal to the Chansey’s Hit Dice (+6) if that roll occurs within one round. Activating this effect is an immediate action for the Chansey.
Shy (Ex): During the first turn of an encounter in which a Chansey can take at least a move action, it may active this effect as a free action. Once the Chansey activates its shy ability, it becomes frightened. Its speed increases by 20 feet and it gains the effects of freedom of movement for as long as the frightened condition lasts, up to a maximum of five rounds. The frightened condition lasts five rounds if not removed sooner. The Chansey can’t voluntarily end this effect.
Soft-Boiled Egg (Ex): A Chansey’s egg is extremely nutritious and very helpful to hurt creatures. Any creature that eats at least one quarter of an egg (a standard action for a Medium humanoid, and a full-round action for a Small humanoid) gains the effects of a regeneration spell (caster level 6th). The eggs are each roughly four inches in length and have no hard case; they can be eaten fresh safely and have the consistency of a soft-boiled chicken egg white. Retrieving (or returning) the egg from the Chansey’s pouch is a free action for the Chansey and a move action for any creature that the Chansey doesn’t resist. A Chansey can lay a new egg after a full 8 hours of rest, but only if it has no egg.
An egg can spend up to 12 hours outside of the Chansey’s pouch before spoiling and becoming worthless. No known preservation technique short of time stop has been able to extend the egg’s shelf life. Even gentle repose has no effect. Purify food and drink just makes it edible, but does not restore its extraordinary powers.
Chanseys are usually very kind, and will often offer their eggs to injured Pokémon if they stumble upon them in the wild.
{needs Image}

black dragoon
2008-09-13, 11:44 AM
Extinct Pokemon:
http://i4.photobucket.com/albums/y149/Sango_Domona/ExtinctPokemon.gif

Aerodactyl

Medium sized dragon(earth)
Hit dice: 14D12+42(135)
Init:+5
Speed:20', fly 40'(average)
AC: (10+6 nat amr.+1dex,)
Attacks: +14/+20
Face/Reach: 5'/5'
Damage: Bite+20(1D8+6)OR +20tail(1D6+6)
Special Attacks:
Special Qualities:Darkvision60',Lowlight vision,DR14/Adamantine,Acid resistance15, Fire resistance15,Vulnerability to cold.
Saves: will+11, reflex+10, fortitude+12
Abilities: str21, dex12, con16, int10, wis15, char12
Skills:Search+10,Spot+10,Sense Motive+10,Hide+10,Intimidate+10,Move Silently+10,
Survival+12,Tumble+10,
Feats:Improved iniative,Flyby attack,power attack
Climate:
organization:Solitary
CR:12
Treasure:standard
Alignment: always Neutral
Advancement:15-20HD(large)
A ferocious, prehistoric Pokémon, it possesses serrated, razor-sharp fangs that it uses to tear through the throats of its prey. Its wings have skin stretched from its side to its arms. The triangular-shaped tip of its tail is grey, like the tail itself which is connected to its oval body. Aerodactyl's preferred method of killing its victims is by tearing through the throats of its victims with its serrated, saw-like fangs.
http://tn3-1.deviantart.com/fs28/300W/i/2008/084/2/6/Aerodactyl_by_Rubi.jpg

black dragoon
2008-09-13, 11:46 AM
Legendary Pokemon:
http://i4.photobucket.com/albums/y149/Sango_Domona/LegendaryPokemon.gif

Dratini


Small Dragon
Hit dice:1D12-1(11)
Init:+4
Speed:20,40swim
AC: 14 (10+4(nat.Amr.)+1(size))
Attack/grapple:+1/+2
Face/Reach:5'/5'
Damage:1Slam+2(1D4+1)
Special Attacks:
Special Qualities:Dragon traits,Darkvision60'
Saves: will+2,reflex+2 fortitude+1
Abilities: str13,dex10,con8 , int10, wis10,char10
Skills: +3hide,+3swim
Feats: Imp. Iniative
Climate/Terrain:
organization: Solitary or clutch(1D6 Dratini,1 Dragonair)
CR:1
Treasure:standard
Alignment: Neutral
Advancement:2-3(small)4-5(medium)
Dratini are serpentine Pokémon that inhabit lakes and rivers, they possess fins on the sides of their heads. They can grow to be quite long, but they are constantly growing. As they grow, they shed skin.Dratini are timid, elusive, extremely shy Pokémon, causing them to be rarely seen, making people to believe it is a myth among certain communities in Kanto.
http://tn3-1.deviantart.com/fs15/300W/f/2007/054/8/3/dratini_by_turky.jpg

Dragonair

Large Dragon
Hit dice:6D12+12(54)
Init:+6
Speed: 30'/50'swim,40fly(poor)
AC: 18 (10+7(Nat.Amr.)+2(Dex.)-1(size))
Attack/grapple:+6/+10
Face/Reach:15'/15'
Damage: Slam+10(1D8+3)
Special Attacks:
Special Qualities: Dragon traits,
Saves: will+6,reflex+6, fortitude+6
Abilities: str17,dex14,con15,int10,wis14,char14
Skills:Hide+11,Move silently+11,swim+12,Sense Motive+11,Bluff+11,Intimdate+11
Feats:Imp. Iniative,Power Attack
Climate/Terrain:
organization: Solitary or Clutch(1D6 Dratini+1 Dragonair)
CR: 5
Treasure: standard
Alignment: Neutral good
Advancement:6-10(large),10-14(huge)
Dragonair are long, serpent-like Pokémon that can be up to 13′01″ (4.0m) long. They have dark, glossy eyes and a small, unicorn-like horn on their foreheads. On either side of their heads are small feathery wings which may assist Dragonair in flight. Dragonair are covered in sapphire-blue scales, except for their bellies, which are a bright white. A feature unique to Dragonair are the small blue orbs that appear under their necks and on the ends of their tails.
http://tn3-1.deviantart.com/images2/300W/i/2004/08/e/5/Dragonair.jpg

Dragonite

Medium Dragon
Hit dice:15D12+60(130)
Init:+7
Speed:30,40swim,60fly(good)
AC: 1 (10+10(Nat. Amr.)+3(Dex))
Attack/grapple:+15/+22
Face/Reach:5'/5'
Damage: 1Slam+22(1D6+6),1Bite+22(1d4+6)
Special Attacks:
Special Qualities:Dragon traits
Saves: will+14,reflex+12,fortitude+13
Abilities: str27,dex16,con19, int10,wis20,char20
Skills:+24Swim,+21Hide,+21Tumble,+23Sense Motive,+23Intimidate,+23Bluff,+12Climb
Feats:Imp. Iniative,Power attack,Hover,Wingover,Empower Ability
Climate/Terrain:
organization :solitary
CR:15
Treasure:Standard
Alignment:often Neutral good
Advancement:16-20(Large)
Dragonite, despite being bulky, are incredibly agile and fast. They resemble an European dragon, and have a pair of little wings that can increase in size while in flight. It is somewhat taller than most humans.
http://fc04.deviantart.com/fs25/f/2008/119/e/0/Dragonite_by_HikariYugi_chan.jpg



Articuno

Medium Magical Beast (Cold, Pokémon)
Hit Dice: 23d10+92 (219 hp)
Initiative: +3
Speed: 20 ft., fly 90 ft. (average)
Armor Class: 27 (+3 Dex, +10 natural, +4 deflection), touch 17, flat-footed 24
Base Attack/Grapple: +23/+26
Attack: Bite +26 melee (1d8+3) or 2 wings +21 melee touch (3d6+12 cold) or polar ray +21 ranged touch (21d6 cold)
Full Attack: Bite +26 melee (1d8+3) and 2 talons +21 melee (1d6+1) and 2 wings +21 melee touch (3d6+12 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Freezing wings, spell-like abilities
Special Qualities: Atmospheric mastery, darkvision 60 ft., immunity to cold, low-light vision, mists of purity, vulnerability to fire
Saves: Fort +17, Ref +16, Will +15
Abilities: Str 17, Dex 17, Con 18, Int 19, Wis 23, Cha 19
Skills: Concentration +30, Diplomacy +8, Knowledge (nature) +30, Listen +32, Sense Motive +32, Spot +32, Survival +32 (+36 in aboveground natural environments)
Feats: Ability Focus (blasting blizzard), Combat Casting, Dodge, Empower Spell-Like Ability (blasting blizzard), Mobility, Quicken Spell-Like Ability (cat’s grace), Spell Penetration
Epic Feats: Epic Will
Environment: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: +5 (cohort)

“One of the legendary bird Pokémon, it chills moisture in the atmosphere to create snow while flying.” – Pokédex, Silver Version

COMBAT
Articuno is a rare encounter.
Freezing Wings (Su) Articuno’s wings emanate frigid cold; any creature touched by its wings suffer 3d6 points of cold damage. Each die of damage is modified by Articuno’s Charisma bonus.
Spell-Like Abilities: At will—cat’s grace (self only, stacks once up to a +8 bonus), widened control weather (as a druid), polar ray; 5/day—empowered blasting blizzard* (DC 25). Caster Level 23rd. The save DCs are Charisma-based.
*New spell.
Atmospheric Mastery (Su): Articuno is constantly wrapped in a thin layer of calm air that is unaffected by weather conditions. This allows Articuno to move and breathe normally underwater and allows Articuno to ignore the effects of high wind. Similarly, Articuno’s mists of purity can’t be disrupted by the wind.
Mists of Purity (Su): Articuno is constantly surrounded by a chill mist created as moisture freezes out of the air upon nearing its frigid wings. The mist provides Articuno with a deflection bonus to its armor class equal to its Charisma bonus. In addition, Articuno cannot suffer penalties to its ability scores, nor can it suffer ability damage or drain. Finally, while the mist provides Articuno with concealment (20% miss chance), it does not hinder Articuno’s vision. The mist is unaffected by wind.

Blasting Blizzard
Evocation [Air, Cold]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates, Reflex half, and Fortitude negates (object, see text)
Spell Resistance: Yes (object)

A cyclone of freezing winds explodes from your upraised hands, coating your foes in vicious ice.

This spell creates freezing winds in the area of the spell, blasting away from your upraised hand. The strength of the wind depends upon your caster level. See the table. Creatures and objects in the area suffer the effects of high wind unless they succeed on Fortitude saves. Each creature and object in the area suffers 1d6 points of cold damage per caster level (max 20d6) (objects suffer only 1/4 cold damage, as normal). A Reflex save halves the damage. Any creature that fails its Reflex save (whether it actually suffered the cold damage or not) must then attempt a Fortitude save or be coated in a thin sheet of ice and effectively held for 1 minute.

Caster Level Wind Strength
1st-18th Windstorm
19th-22nd Hurricane
23rd+ Tornado
The ice coating a creature frozen by this spell absorbs the first 10 points of fire damage dealt to that creature. When the ice absorbs any fire damage this way, it melts and frees the frozen creature.

Material Component: A tiny cube of crystal.



Zapdos

Medium Magical Beast (Air, Pokémon)
Hit Dice: 23d10+92 (219 hp)
Initiative: +13
Speed: 20 ft., fly 90 ft. (average)
Armor Class: 31 (+5 Dex, +8 natural, +8 deflection), touch 23, flat-footed 26
Base Attack/Grapple: +23/+27
Attack: Bite +27 melee (1d8+4) or orb of electricity +28 ranged touch (15d6 electricity)
Full Attack: Bite +27 melee (1d8+4) and 2 talons +22 melee (1d6+2); or orb of electricity +28 ranged touch (15d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electrical storm, spell-like abilities
Special Qualities: Darkvision 60 ft., ionic sanctity, light screen, low-light vision, resistance to electricity 25
Saves: Fort +17, Ref +18, Will +15
Abilities: Str 18, Dex 20, Con 18, Int 25, Wis 18, Cha 25
Skills: Balance +9, Concentration +30, Diplomacy +11, Intimidate +33, Jump +2, Knowledge (nature) +37, Listen +30, Search +33, Sense Motive +30, Spot +30, Survival +30 (+34 aboveground or to follow tracks, +38 to follow tracks aboveground), Tumble +31
Feats: Ability Focus (chain lightning), Ability Focus (orb of electricity), Dodge, Flyby Attack, Mobility, Quicken Spell-Like Ability (chain lightning), Improved Initiative
Epic Feats: Epic Will
Environment: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: +7 (cohort)

COMBAT
Zapdos is a rare encounter.
Electrical Storm (Sp): As a full-round action once per day, Zapdos can create an electrical field similar to an energy admixtured fire storm spell (DC 28), except that this ability deals sonic and electricity damage. The caster level for this effect is 23rd. Thus, this ability deals 20d6 points of electricity damage and 20d6 points of sonic damage. In addition to the normal effects of the spell (with the modifications mentioned above), creatures that suffer damage from this ability must succeed on a Fortitude save (DC 28) or be stunned for 1 round. This counts as an 11th-level spell, and all saving throws are determined accordingly. The save DCs are Charisma-based.
Ionic Sanctity (Su): Zapdos is constantly surrounded by a charged cloud of ions. Whenever a creature strikes Zapdos in melee combat, that creature must succeed on a Reflex save (DC 28) or suffer 5d6 points of electricity damage and be blinded for 1 round. Additionally, while the glow provides Zapdos with concealment (20% miss chance), it does not hinder Zapdos’s vision. The save DC is Charisma-based.
Light Screen (Sp): Zapdos can create a shield of brilliant light around itself as a standard action. The screen causes all damage dealt to Zapdos by magical effects to be reduced by half. This ability can be used up to 7 times per day and lasts five rounds. Its effective spell level is 11th and its caster level is 23rd.
Spell-Like Abilities: At will—widened control weather (as a druid), orb of electricity (DC 21); 3/day—quickened chain lightning (DC 25). Caster Level 23rd. The save DCs are Charisma-based.


Moltres

Medium Magical Beast (Fire, Pokémon)
Hit Dice: 23d10+92 (219 hp)
Initiative: +8
Speed: 20 ft., fly 90 ft. (average)
Armor Class: 30 (+4 Dex, +9 natural, +7 deflection), touch 21, flat-footed 26
Base Attack/Grapple: +23/+27
Attack: Bite +28 melee (1d8+5)
Full Attack: Bite +28 melee (1d8+5) and 2 talons +23 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, fire spin, radiance, sky attack, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision, vulnerability to cold
Saves: Fort +17, Ref +17, Will +14
Abilities: Str 20, Dex 18, Con 18, Int 25, Wis 17, Cha 25
Skills: Balance +8, Concentration +30, Diplomacy +11, Intimidate +33, Jump +3, Knowledge (nature) +37, Listen +29, Search +33, Sense Motive +29, Spot +29, Survival +29 (+33 aboveground or to follow tracks, +37 to follow tracks aboveground), Tumble +30
Feats: Ability Focus (breath weapon), Combat Expertise, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative, Mobility
Epic Feats: Epic Will
Environment: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: +5 (cohort)

COMBAT
Moltres is a rare encounter.
Breath Weapon (Su): 60-foot line 5 ft. high and 5 ft. wide, once every 1d4 rounds, damage 17d6 fire, Reflex DC 31 half. Creatures that fail their saving throw may catch on fire if they are wearing combustible materials. The save DC is Charisma-based, and includes a +2 bonus from Ability Focus.
Fire Spin (Sp): As a standard action five times per day, Moltres may evoke a ring of solid flames that flies at a target within 360 feet that Moltres has line of sight and line of effect to. The ring wraps itself fluidly around the creature but binds the victim as completely as if it were cords of invincible steel. A creature caught by the flames is whirled around in place slightly above the ground, held aloft by the solid flames, and is grappled by the fire (grapple bonus +39). A creature can escape the flames with a grapple or Escape Artist check made during its turn as a standard action. When the fire grabs the creature, and at the beginning of each of Moltres’s turns until the effect ends, the creature suffers 10d6 points of fire damage. The initial grab by the fire does not involve a grapple check but requires a successful touch attack to strike the creature (+27 bonus). The ability lasts five rounds or until the creature escapes from the fire. This ability counts as a 9th level evocation [fire] spell with a caster level of 23rd.
Radiance (Ex): Moltres burns with considerable brightness. Any creature that comes within 30 ft. that can see Moltres must attempt a Reflex save (DC 29) or be dazzled. Normally, Moltres produces light like a daylight spell. It may not reduce this glow voluntarily. It can, as a standard action, intensify this glow to create the effects of sunburst (DC 29) centered on itself (it isn’t harmed by this effect) up to seven times per day. Finally, Moltres effectively has concealment (20% miss chance) that does not hinder its own attacks. The save DC is Charisma-based.
Sky Attack (Ex): Moltres is particularly good at dive-bombing opponents from the air. When Moltres 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 Moltres 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 Moltres makes during the charge, even if it has the ability to make multiple attacks, and is not affected by critical hits. For example, if Moltres charges at a Venusaur on the ground from 360 feet in the sky, it can move 360 feet straight down (its maximum movement distance to charge downward) to gain the normal +2 charge bonus on its attack roll, and increases its attack and weapon damage bonus from Strength by +5 and also deals an additional 20d6 damage (the maximum for falling damage) with that attack if it hits. Moltres can’t make a bull rush attempt as part of a sky attack.
Spell-Like Abilities: At will—widened control weather (as a druid); 7/day—cat’s grace (self only, stacks once up to a +8 bonus). Caster Level 23rd. The save DCs are Charisma-based.

black dragoon
2008-09-13, 11:49 AM
You may now post as you see fit.

Knaight
2008-09-13, 12:14 PM
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.

Haruhi08
2008-09-13, 05:09 PM
(Posting so I can subscribe)

black dragoon
2008-09-13, 05:14 PM
Hi Love. Any word on the guild yet?

Haruhi08
2008-09-13, 06:33 PM
None yet. I will let you know when/if I get a message back from the current owner.

black dragoon
2008-09-13, 06:38 PM
Thanks love. So what do you think of the new Dex?

Haruhi08
2008-09-13, 07:09 PM
Good so far. ^-^ Empty-ish >.> but good. ^-^

black dragoon
2008-09-13, 07:11 PM
I'm doing my best. I've gotta work out the technique system yet but that shouldn't be to hard.

Haruhi08
2008-09-13, 07:17 PM
I know. ^0^

black dragoon
2008-09-13, 07:18 PM
Bo you have any problem with the Ekans Pic.?

Owrtho
2008-09-13, 08:03 PM
Not sure is it's intentional, but I only count (on the pictures) 127 of the original 151 pokemon (24 are missing). From what I can tell the missing pokemon are:

Nidoran (Female)
Nidorina
Nidoqueen
Nidoran (Male)
Nidorino
Nidoking
Vulpix
Ninetails
Exeggcute
Exeggutor
Cubone
Marowak
Lickitung
Chansey
Tangela
Kangaskhan
Scyther
Electabuzz
Pinsir
Tauros
Eevee
Vaporeon
Jolteon
Flareon

That aside this looks good so far.

Owrtho

lordofthe_wog
2008-09-13, 08:08 PM
Can I ask how Porygon is going to be made? Considering he was created by scientists using science and programming, I just can't see how a wizard could do the same.

Somehow.

Alright ignore me.

black dragoon
2008-09-13, 08:13 PM
It's going to be in the pokemon universe. As for general application I dunno. Magic? mabye porigon is a far realms critter?
That's official art. I had no say in what they put on their. We can use some help you guys willing to lend a hand?

lordofthe_wog
2008-09-13, 08:17 PM
I don't mind helping. I procrastinate a tad to much, though. And I have college to hold me up. Among other things.

black dragoon
2008-09-13, 08:24 PM
Know the feeling How we've worked so far is each person basically calls dibs on something. Right now we need statting so pick two or three pokemon and also read through our previous threads to get an idea of what we are working at here. Then post on Either the original Pokemon D20 thread or the one in Gaming.

lordofthe_wog
2008-09-13, 08:36 PM
Kangaskhan, Eevee, and Scyther should provide a decent challenge. Mark me down for those.

black dragoon
2008-09-13, 08:41 PM
We have Evee and someone claimed kangaskhan. No one has taken Scyther yet though.

Haruhi08
2008-09-13, 08:45 PM
It isnt showing up. You should check some of those pictures, they are just showing up as red x's.

black dragoon
2008-09-13, 08:46 PM
Which ones?

Haruhi08
2008-09-13, 08:58 PM
Just look for yourself.

black dragoon
2008-09-13, 09:01 PM
I see Ekans is not working what others are not showing up that I can't seem to find?

MythMage
2008-09-14, 03:14 PM
My personal favorite:

Jynx

Jynx
Medium Aberration (Cold, Psionic, Pokémon)
Hit Dice: 6d8+6 (33 hp)
Initiative: +4
Speed: 30 ft.
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Slam +8 melee (1d4 plus 1d6+6 cold) or lick +8 touch (1d4 negative energy plus paralysis)
Full Attack: 2 slams +8 melee (1d4 plus 1d6+6 cold) and lick +3 touch (1d4 negative energy plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entrancing dance, ice punch, lick, lovely kiss
Special Qualities: Darkvision 60 ft., immunity to cold, power resistance 16, vulnerability to fire
Saves: Fort +5, Ref +6, Will +9
Abilities: Str 10, Dex 19, Con 13, Int 23, Wis 19, Cha 23
Skills: ?, Balance +15, Decipher Script +11, Diplomacy +8, Escape Artist +12, Jump +2, Knowledge (arcana) +16, Listen +11, Perform (dance) +19, Sense Motive +9, Spellcraft +18 (+20 to decipher scrolls), Spot +11, Use Magic Device +12 (+14 to use scrolls), Tumble +14, Use Rope +4 (+6 to bind)
Feats: Combat Expertise, Great Fortitude, Weapon Finesse
Environment: Cold underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Often neutral
Advancement: 7-19 HD (Medium)
Level Adjustment: +3 (cohort)

“It seductively wiggles its hips as it walks. It can cause people to dance in unison with it.” – Pokédex, Blue Version
“It speaks a language similar to that of humans. However, it seems to use dancing to communicate.” – Pokédex, Silver Version

COMBAT
A Jynx works to temporarily disable as many foes as possible, before working to efficiently dispatch them more permanently.
Entrancing Dance (Sp): A Jynx can, once per day, perform a special dance as a full-round action. The dance requires extended motion and the Jynx must move at least half its speed as part of this action, invoking attacks of opportunity as normal. (Also as normal, the Jynx may use Tumble to avoid those attacks of opportunity.). When she completes first full round the dance, all creatures within 30 feet must succeed on a Will save (DC 20) or dance as if affected by Otto’s irresistible dance for as long as the Jynx continues to dance, up to 7 rounds. Each round of dancing is a full-round action for the Jynx. This ability counts a 4th-level spell with caster level 7th. The save DC is Charisma-based.
Ice Punch (Ex): A Jynx’s fists become intensely cold when she engages in combat. This causes her slam attacks to deal an additional 1d6 points of cold damage modified by her Charisma modifier.
Lick (Su): A Jynx’s tongue is charged with necromantic energies. She may attack with her tongue as a melee touch attack. It deals 1d4 points of negative energy damage (modified by her Strength modifier) on a successful hit. Those that are struck must succeed on a Fortitude save (DC 14) or become paralyzed for 1d3 rounds. The save DC is Constitution-based.
Lovely Kiss (Su): Up to three times per day, a Jynx may attempt to kiss a creature as a melee touch attack. A creature that is successfully touched must make a Will save (DC 19) or sleep as the spell (with no Hit Dice limit) for 1d10 rounds. The save DC is Charisma-based.
Skills: A Jynx receives a +4 racial bonus on Balance and Perform (dance) checks.
CREATING A JYNX COHORT
This Jynx has spent 12 out of 12 technique points. It has learned the following salient abilities: Entrancing Dance (5), Ice Punch (3), Lick (3), Lovely Kiss (1).

black dragoon
2008-09-14, 03:23 PM
Thank you!By any chance do you have stats for a Lapras my good man?
I'll post this up right now.:smallbiggrin:

MythMage
2008-09-15, 08:01 PM
Sorry, I'm afraid not.

Probably not a good substitute, but here's something I do have. :smallwink:

Chansey
Small Fey (Pokémon)
Hit Dice: 6d6+114 (153 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +3/-6
Attack: Slam +4 melee (1d2-5)
Full Attack: 2 slams +4 melee (1d2-5)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Flee, low-light vision, lucky, shy, soft-boiled egg
Saves: Fort +21, Ref +5, Will +10
Abilities: Str 1, Dex 11, Con 49, Int 10, Wis 21, Cha 7
Skills: Heal +10, Listen +10, Sense Motive +8, Spot +10
Feats: Dodge (B), Mobility (B), Quick Reconnoiter (Comp Ad 112), Run, Weapon Finesse
Environment: Temperate forests, plains, and underground
Organization: Domesticated or solitary
Challenge Rating: 3
Treasure: Egg
Alignment: Usually neutral good
Advancement: 7-12 HD (Small); 13-18 HD (Medium)
Level Adjustment: +3 (cohort)

COMBAT
Chanseys avoid battle, and flee at the first opportunity, usually invoking their shy special quality.
Flee (Ex): As long as a Chansey does nothing but move during its turn, it gains an insight bonus to its Armor Class equal to its Wisdom bonus (+5) at the end of that turn, which lasts until the beginning of its next turn.
Lucky (Su): A Chansey can, once per day, improve the luck of one creature within 30 feet. That creature gains a luck bonus on its next d20 roll equal to the Chansey’s Hit Dice (+6) if that roll occurs within one round. Activating this effect is an immediate action for the Chansey.
Shy (Ex): During the first turn of an encounter in which a Chansey can take at least a move action, it may active this effect as a free action. Once the Chansey activates its shy ability, it becomes frightened. Its speed increases by 20 feet and it gains the effects of freedom of movement for as long as the frightened condition lasts, up to a maximum of five rounds. The frightened condition lasts five rounds if not removed sooner. The Chansey can’t voluntarily end this effect.
Soft-Boiled Egg (Ex): A Chansey’s egg is extremely nutritious and very helpful to hurt creatures. Any creature that eats at least one quarter of an egg (a standard action for a Medium humanoid, and a full-round action for a Small humanoid) gains the effects of a regeneration spell (caster level 6th). The eggs are each roughly four inches in length and have no hard case; they can be eaten fresh safely and have the consistency of a soft-boiled chicken egg white. Retrieving (or returning) the egg from the Chansey’s pouch is a free action for the Chansey and a move action for any creature that the Chansey doesn’t resist. A Chansey can lay a new egg after a full 8 hours of rest, but only if it has no egg.
An egg can spend up to 12 hours outside of the Chansey’s pouch before spoiling and becoming worthless. No known preservation technique short of time stop has been able to extend the egg’s shelf life. Even gentle repose has no effect. Purify food and drink just makes it edible, but does not restore its extraordinary powers.
Chanseys are usually very kind, and will often offer their eggs to injured Pokémon if they stumble upon them in the wild.
CREATING A CHANSEY COHORT
This Chansey has spent 12 out of 12 technique points. It has learned the following salient abilities: Flee (2), Lucky (1), Shy (3), Soft-Boiled Egg (6).

black dragoon
2008-09-15, 08:04 PM
Close. I'll have to do that one up then. Hey by any are you good at tables?

Haruhi08
2008-09-15, 08:20 PM
Steve... it really isnt that complicated.

{bracket}table{bracket} Word {line} Word {line} Word
Word {line} Word {line} Word
Word {line} Word {line} Word
Word {line} Word {line} Word
Word {line} Word {line} Word
Word {line} Word {line} Word {bracket}/table{bracket}

{bracket} = [ ... ]
{line} = |

That would come out like this:

{table]Word | Word | Word
Word | Word | Word
Word | Word | Word
Word | Word | Word
Word | Word | Word
Word | Word | Word [/table]

Haruhi08
2008-09-18, 02:41 PM
{table] Pokemon Type | When/Where They Appear
Bug | During the day, forests are the best place to find Bug pokemon. At night, you can find them by lighting a fire.
Dragon | Can only be found near and in the waters of the Seafoam Islands on warm, sunny days.
Electric | Most abundant during storms.
Fighting | Can be found anywhere near some towns during the day and early morning.
Fire | Never come out during a storm. Prefer warm, sunny weather.
Flying | Found in wide, open fields as well as forests and towns. Pretty much anywhere you can see the sky. Daytime Only. Sunny weather.
Ghost | Found only at night time near or in towns. The best chance to find one is in Pokemon Tower. They are there at all hours.
Ground | Abundant after a storm and in tunnels comprised of hardened soil.
Grass | Found in tall grass. Cannot be found once the sun goes down.
Ice | Found often during snowstorms and in high altitudes. Also found in icy caves.
Normal | Found just about anywhere during the daytime.
Poison | Found in very tall grass on slightly chilly days.
Psychic | Often only seen during very warm, sunny days.
Rock | Tunnel Dwellers. More appear if the tunnel is shaken up.
Water | Most Water Pokemon can be found in calm, deep water. Gyrados can only be found in dark, rough water areas that are too dangerous for most ships.[/table]

MythMage
2008-09-20, 09:02 PM
I still haven't finished the skills on its evolutions, but here's Gastly.
Gastly
Medium Aberration (Extraplanar, Incorporeal, Pokémon, Spirit)
Hit Dice: 4d8-8 (10 hp)
Initiative: +7
Speed: Fly 50 ft. (perfect)
Armor Class: 19 (+3 Dex, +3 natural, +2 deflection), touch 15, flat-footed 15
Base Attack/Grapple: +3/–
Attack: Lick +6 incorporeal touch (1d4-2 negative energy plus paralysis)
Full Attack: Lick +6 incorporeal touch (1d4-2 negative energy plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: knockout gas, lick, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to poison, incorporeal traits, resistance to acid 10, semicorporeality
Saves: Fort -1, Ref +4, Will +2
Abilities: Str 7, Dex 16, Con 6, Int 13, Wis 7, Cha 20
Skills: Bluff +10, Diplomacy +7, Disguise +6 (+8 acting), Gather Information +7, Hide +3, Intimidate +14, Knowledge (history) +6, Listen +10
Feats: Ability Focus (lick), Improved Initiative
Environment: Temperate hills and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Often chaotic neutral
Advancement: 5-12 HD (Medium)
Level Adjustment: +3 (cohort)

COMBAT
Gastlies are mischievous and like to sneak up on victims and knock them out with a gas attack.
Knockout Gas (Ex): As a full-round action, a Gastly can bring itself a bit closer to material existence for one round. When a Gastly uses this ability, each living creature in its space must attempt a Fortitude save (DC 17) or fall unconscious for 1d10 rounds. Until the beginning of the Gastly’s next turn, any creature that enters its space must make a similar save or suffer unconsciousness as well. This ability only allows the Gastly to leak a tiny quantity of the gas that composes its body into the physical world. Using this ability does not make it any easier to attack the Gastly. The save DC is Charisma-based.
Lick (Ex): A Gastly’s tongue is charged with necromantic energies. It may attack with its tongue as an incorporeal touch. It deals 1d4 points of negative energy damage (modified by its Strength modifier) on a successful hit. Those that are struck must succeed on a Fortitude save (DC 12) or become paralyzed for 1d3 rounds. The save DC is Constitution-based, and includes a +2 bonus from Ability Focus.
Semicorporeality (Ex): A Gastly is only partially insubstantial, as it is also a physical gas. Unlike other incorporeal creatures, it has a Strength score, and does not use alternative ability scores as other incorporeal creatures do for weapon damage and special abilities. Also, a Gastly has a natural armor bonus and receives only one-half its Charisma bonus as a deflection bonus to armor class (minimum +1 deflection bonus). However, a Gastly still can’t grapple, uses its Dexterity modifier for melee attack rolls, is always silent, and retains all other qualities of the incorporeal subtype.
Spell-Like Abilities: 3/day—lesser confusion (DC 16); Caster Level 4th. The save DCs are Charisma-based.
Skills: Gastlies receive a +4 racial bonus on Listen and Intimidate checks.
CREATING A GASTLY COHORT
This Gastly has spent 7 out of 9 technique points. It has learned the following salient abilities: Knockout Gas (4), Lesser Confusion (1), Lick (3).


Additionally, here's the framework for Porygon, though I'm afraid I haven't had time to work out abilities to give it.
Porygon
Small Construct (Living Construct, Pokémon)
Hit Dice: 3d10+3 (19 hp)
Initiative: -1
Speed: fly 30 ft. (perfect)
Armor Class: 17 (-1 Dex, +7 natural, +1 size), touch 10, flat-footed 17
Base Attack/Grapple: +2/-2
Attack: Peck +3 melee (1d4)
Full Attack: Peck +3 melee (1d4) and 2 slams -2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft, immunity to disease, exhaustion, fatigue, nausea, paralysis, poison, sickening effects, and sleep, low-light vision
Saves: Fort +4, Ref +1, Will +4
Abilities: Str 10, Dex 9, Con 12, Int 11, Wis 15, Cha 17
Skills:
Feats:
Environment: Urban
Organization: Domesticated
Challenge Rating:
Treasure:
Alignment: Usually neutral
Advancement: 4-11 HD (Small)
Level Adjustment:

COMBAT
.
CREATING A PORYGON COHORT
This Porygon has spent 0 out of 8 technique points. It has learned the following salient abilities: .

The living construct subtype is from Monster Manual III and the Eberron Campaign Setting.

Haruhi08
2008-09-25, 04:42 PM
So... Are people still working on this or what? :smallfrown:

black dragoon
2008-09-25, 05:26 PM
Yeah. Lyndworm just Pm'ed me that he was willing. I've posted the machop, and machoke stats I've gotta find the machamp stats.

Haruhi08
2008-09-25, 05:59 PM
Being sick sucks. :smallmad: Im practically coughing my lungs out.

black dragoon
2008-09-25, 06:09 PM
Still not feeling better.:smallfrown:

MythMage
2008-09-26, 10:10 PM
I proudly present the legendary birds: :)

Articuno
Medium Magical Beast (Cold, Pokémon)
Hit Dice: 23d10+92 (219 hp)
Initiative: +3
Speed: 20 ft., fly 90 ft. (average)
Armor Class: 27 (+3 Dex, +10 natural, +4 deflection), touch 17, flat-footed 24
Base Attack/Grapple: +23/+26
Attack: Bite +26 melee (1d8+3) or 2 wings +21 melee touch (3d6+12 cold) or polar ray +21 ranged touch (21d6 cold)
Full Attack: Bite +26 melee (1d8+3) and 2 talons +21 melee (1d6+1) and 2 wings +21 melee touch (3d6+12 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Freezing wings, spell-like abilities
Special Qualities: Atmospheric mastery, darkvision 60 ft., immunity to cold, low-light vision, mists of purity, vulnerability to fire
Saves: Fort +17, Ref +16, Will +15
Abilities: Str 17, Dex 17, Con 18, Int 19, Wis 23, Cha 19
Skills: Concentration +30, Diplomacy +8, Knowledge (nature) +30, Listen +32, Sense Motive +32, Spot +32, Survival +32 (+36 in aboveground natural environments)
Feats: Ability Focus (blasting blizzard), Combat Casting, Dodge, Empower Spell-Like Ability (blasting blizzard), Mobility, Quicken Spell-Like Ability (cat’s grace), Spell Penetration
Epic Feats: Epic Will
Environment: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: +5 (cohort)

“One of the legendary bird Pokémon, it chills moisture in the atmosphere to create snow while flying.” – Pokédex, Silver Version

COMBAT
Articuno is a rare encounter.
Freezing Wings (Su) Articuno’s wings emanate frigid cold; any creature touched by its wings suffer 3d6 points of cold damage. Each die of damage is modified by Articuno’s Charisma bonus.
Spell-Like Abilities: At will—cat’s grace (self only, stacks once up to a +8 bonus), widened control weather (as a druid), polar ray; 5/day—empowered blasting blizzard* (DC 25). Caster Level 23rd. The save DCs are Charisma-based.
*New spell.
Atmospheric Mastery (Su): Articuno is constantly wrapped in a thin layer of calm air that is unaffected by weather conditions. This allows Articuno to move and breathe normally underwater and allows Articuno to ignore the effects of high wind. Similarly, Articuno’s mists of purity can’t be disrupted by the wind.
Mists of Purity (Su): Articuno is constantly surrounded by a chill mist created as moisture freezes out of the air upon nearing its frigid wings. The mist provides Articuno with a deflection bonus to its armor class equal to its Charisma bonus. In addition, Articuno cannot suffer penalties to its ability scores, nor can it suffer ability damage or drain. Finally, while the mist provides Articuno with concealment (20% miss chance), it does not hinder Articuno’s vision. The mist is unaffected by wind.

Blasting Blizzard
Evocation [Air, Cold]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates, Reflex half, and Fortitude negates (object, see text)
Spell Resistance: Yes (object)

A cyclone of freezing winds explodes from your upraised hands, coating your foes in vicious ice.

This spell creates freezing winds in the area of the spell, blasting away from your upraised hand. The strength of the wind depends upon your caster level. See the table. Creatures and objects in the area suffer the effects of high wind unless they succeed on Fortitude saves. Each creature and object in the area suffers 1d6 points of cold damage per caster level (max 20d6) (objects suffer only 1/4 cold damage, as normal). A Reflex save halves the damage. Any creature that fails its Reflex save (whether it actually suffered the cold damage or not) must then attempt a Fortitude save or be coated in a thin sheet of ice and effectively held for 1 minute.

Caster Level Wind Strength
1st-18th Windstorm
19th-22nd Hurricane
23rd+ Tornado
The ice coating a creature frozen by this spell absorbs the first 10 points of fire damage dealt to that creature. When the ice absorbs any fire damage this way, it melts and frees the frozen creature.

Material Component: A tiny cube of crystal.



Zapdos
Medium Magical Beast (Air, Pokémon)
Hit Dice: 23d10+92 (219 hp)
Initiative: +13
Speed: 20 ft., fly 90 ft. (average)
Armor Class: 31 (+5 Dex, +8 natural, +8 deflection), touch 23, flat-footed 26
Base Attack/Grapple: +23/+27
Attack: Bite +27 melee (1d8+4) or orb of electricity +28 ranged touch (15d6 electricity)
Full Attack: Bite +27 melee (1d8+4) and 2 talons +22 melee (1d6+2); or orb of electricity +28 ranged touch (15d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electrical storm, spell-like abilities
Special Qualities: Darkvision 60 ft., ionic sanctity, light screen, low-light vision, resistance to electricity 25
Saves: Fort +17, Ref +18, Will +15
Abilities: Str 18, Dex 20, Con 18, Int 25, Wis 18, Cha 25
Skills: Balance +9, Concentration +30, Diplomacy +11, Intimidate +33, Jump +2, Knowledge (nature) +37, Listen +30, Search +33, Sense Motive +30, Spot +30, Survival +30 (+34 aboveground or to follow tracks, +38 to follow tracks aboveground), Tumble +31
Feats: Ability Focus (chain lightning), Ability Focus (orb of electricity), Dodge, Flyby Attack, Mobility, Quicken Spell-Like Ability (chain lightning), Improved Initiative
Epic Feats: Epic Will
Environment: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: +7 (cohort)

COMBAT
Zapdos is a rare encounter.
Electrical Storm (Sp): As a full-round action once per day, Zapdos can create an electrical field similar to an energy admixtured fire storm spell (DC 28), except that this ability deals sonic and electricity damage. The caster level for this effect is 23rd. Thus, this ability deals 20d6 points of electricity damage and 20d6 points of sonic damage. In addition to the normal effects of the spell (with the modifications mentioned above), creatures that suffer damage from this ability must succeed on a Fortitude save (DC 28) or be stunned for 1 round. This counts as an 11th-level spell, and all saving throws are determined accordingly. The save DCs are Charisma-based.
Ionic Sanctity (Su): Zapdos is constantly surrounded by a charged cloud of ions. Whenever a creature strikes Zapdos in melee combat, that creature must succeed on a Reflex save (DC 28) or suffer 5d6 points of electricity damage and be blinded for 1 round. Additionally, while the glow provides Zapdos with concealment (20% miss chance), it does not hinder Zapdos’s vision. The save DC is Charisma-based.
Light Screen (Sp): Zapdos can create a shield of brilliant light around itself as a standard action. The screen causes all damage dealt to Zapdos by magical effects to be reduced by half. This ability can be used up to 7 times per day and lasts five rounds. Its effective spell level is 11th and its caster level is 23rd.
Spell-Like Abilities: At will—widened control weather (as a druid), orb of electricity (DC 21); 3/day—quickened chain lightning (DC 25). Caster Level 23rd. The save DCs are Charisma-based.

Moltres
Medium Magical Beast (Fire, Pokémon)
Hit Dice: 23d10+92 (219 hp)
Initiative: +8
Speed: 20 ft., fly 90 ft. (average)
Armor Class: 30 (+4 Dex, +9 natural, +7 deflection), touch 21, flat-footed 26
Base Attack/Grapple: +23/+27
Attack: Bite +28 melee (1d8+5)
Full Attack: Bite +28 melee (1d8+5) and 2 talons +23 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, fire spin, radiance, sky attack, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision, vulnerability to cold
Saves: Fort +17, Ref +17, Will +14
Abilities: Str 20, Dex 18, Con 18, Int 25, Wis 17, Cha 25
Skills: Balance +8, Concentration +30, Diplomacy +11, Intimidate +33, Jump +3, Knowledge (nature) +37, Listen +29, Search +33, Sense Motive +29, Spot +29, Survival +29 (+33 aboveground or to follow tracks, +37 to follow tracks aboveground), Tumble +30
Feats: Ability Focus (breath weapon), Combat Expertise, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiative, Mobility
Epic Feats: Epic Will
Environment: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: +5 (cohort)

COMBAT
Moltres is a rare encounter.
Breath Weapon (Su): 60-foot line 5 ft. high and 5 ft. wide, once every 1d4 rounds, damage 17d6 fire, Reflex DC 31 half. Creatures that fail their saving throw may catch on fire if they are wearing combustible materials. The save DC is Charisma-based, and includes a +2 bonus from Ability Focus.
Fire Spin (Sp): As a standard action five times per day, Moltres may evoke a ring of solid flames that flies at a target within 360 feet that Moltres has line of sight and line of effect to. The ring wraps itself fluidly around the creature but binds the victim as completely as if it were cords of invincible steel. A creature caught by the flames is whirled around in place slightly above the ground, held aloft by the solid flames, and is grappled by the fire (grapple bonus +39). A creature can escape the flames with a grapple or Escape Artist check made during its turn as a standard action. When the fire grabs the creature, and at the beginning of each of Moltres’s turns until the effect ends, the creature suffers 10d6 points of fire damage. The initial grab by the fire does not involve a grapple check but requires a successful touch attack to strike the creature (+27 bonus). The ability lasts five rounds or until the creature escapes from the fire. This ability counts as a 9th level evocation [fire] spell with a caster level of 23rd.
Radiance (Ex): Moltres burns with considerable brightness. Any creature that comes within 30 ft. that can see Moltres must attempt a Reflex save (DC 29) or be dazzled. Normally, Moltres produces light like a daylight spell. It may not reduce this glow voluntarily. It can, as a standard action, intensify this glow to create the effects of sunburst (DC 29) centered on itself (it isn’t harmed by this effect) up to seven times per day. Finally, Moltres effectively has concealment (20% miss chance) that does not hinder its own attacks. The save DC is Charisma-based.
Sky Attack (Ex): Moltres is particularly good at dive-bombing opponents from the air. When Moltres 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 Moltres 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 Moltres makes during the charge, even if it has the ability to make multiple attacks, and is not affected by critical hits. For example, if Moltres charges at a Venusaur on the ground from 360 feet in the sky, it can move 360 feet straight down (its maximum movement distance to charge downward) to gain the normal +2 charge bonus on its attack roll, and increases its attack and weapon damage bonus from Strength by +5 and also deals an additional 20d6 damage (the maximum for falling damage) with that attack if it hits. Moltres can’t make a bull rush attempt as part of a sky attack.
Spell-Like Abilities: At will—widened control weather (as a druid); 7/day—cat’s grace (self only, stacks once up to a +8 bonus). Caster Level 23rd. The save DCs are Charisma-based.

black dragoon
2008-09-26, 11:38 PM
They are now up as is the Magamar stats. :smallbiggrin:

Knaight
2008-09-27, 02:53 PM
Sandshrew Sandslash still isn't although if you just want put the table up, followed by a level 4 and a level 11(sandshrew, sandlash) feel free.

black dragoon
2008-09-27, 06:03 PM
That is what My plan is actually. Also I think three level tables may work better than a hundred fifty. Each table would be divided by the types of mon as they are on the point progression table.