Pokémon are powerful creatures that fight on behalf of the Trainer. The following information details how to convert Pokémon from the game statistics.
A Pokémon's size is based upon its height. Fine: under 0.3m, Diminutive: 0.3m to 0.4m, Tiny: 0.5m to 0.6m Small: 0.7m to 1.2m, Medium: 1.3m to 2.4m, Large: 2.5m to 4.8m, Huge: 4.9m to 9.2m, Gargantuan: 9.3m to 19.5m, Colossal: over 19.5m.
All Ghost-types are Undead (Incoporeal). Beyond that, type is based on egg group. Bug group: Vermin, Fairy group: Fey, Grass group: Plant, Human-like group: Monstrous Humanoid, Mineral group: Construct, Dragon group: Dragon, Undiscovered group: Outsider (Native), Amorphous and Ditto groups: Aberration, all other groups: Magical Beast.
A Pokémon has HD equal to the Trainer's level.
A Pokémon's base land speed is based on its Speed base stat. 5 to 39: 30 ft, 40 to 79: 40 ft, 80 to 119: 50 ft, 120 to 159: 60 ft, 160 to 199: 70 ft, 200+: 80 ft. The Pokémon also receives a modification to this based on size. Fine: -30 ft (minimum 5), Diminutive: -20 ft (minimum 5), Tiny: -10 ft (minimum 10), Large: +10 ft, Huge: +20 ft, Gargantuan: +30 ft, Colossal: +40 ft. A Pokémon that has four or more legs receives a +20 ft increase to this speed.
Water-type Pokémon receive a swim speed equal to their land speed plus one half. A Water-type with only rudimentary legs receives a -30 penalty to land speed (minimum 5), and a Water-type that completely lacks legs loses its land speed.
Flying-type Pokémon receive a fly speed equal to double their land speed. It has good maneuverability if its Speed base stat is 100 or higher, otherwise it has average maneuverability. A Flying-type with only rudimentary legs receives a -30 penalty to land speed (minimum 5) after calculating it's fly speed.
Pokémon with the Levitate ability receive a fly speed equal to their land speed with good maneuverability. If they lack legs, they lose their land speed and have perfect maneuverability. Ghost-types with Levitate always have perfect maneuverability.
Legendary Psychic-type Pokémon can always fly with a speed equal to their land speed with perfect maneuverability.
Ground and Rock-type Pokémon receive a burrow speed equal to half their land speed.
A Pokémon receives a natural armor bonus based on its Defense base stat. 5 to 19: +2, 20 to 39: +4, 40 to 59: +6, 60 to 79: +8, 80 to 99: +10, 100 to 129: +13, 130 to 159: +16, 160 to 189: +19, 190 to 209: +22, 210+: +25. A Pokémon's natural armor also improves by one for every four HD it possesses if its Defense base stat is under 80, every three HD if between 80 and 159, or every two HD if over 159. Ghost-types have a deflection bonus instead of a natural armor bonus.
Base Attack Bonus:
Pokémon are trained for battle and all receive full BAB regardless of type.
A Pokémon receives natural attacks as appropriate for its physiology. All natural weapons are considered magic for overcoming damage reduction. If the Pokémon is an Outsider, its natural weapons are also aligned as per the Pokémon's alignment. Ghost-types possess an incoporeal touch attack that does 1d8 damage.
A Pokémon receives all traits appropriate for its type. Pokémon also receive damage reduction, spell resistance, and/or power resistance based upon its type. Rock-types have DR 10/bludgeoning. Steel-types have DR 20/bludgeoning. Bug, Fairy, Flying, Poison, and Psychic-types have DR 5/slashing or piercing. Pokémon also receive damage reduction for a high Defense base stat. If they have DR from their type, this is a bonus that stacks on that and is bypassed by the same damage type. Otherwise, it is separate. 5 to 79: none, 80 to 109: 1/-, 110 to 139: 2/-, 140 to 169: 3/-, 170 to 199: 4/-, 200+: 5/-. If the Pokémon is an outsider, this damage reduction is bypassed by any alignment that is opposed to their own.
A Pokémon's spell resistance is determined by its Sp.Defense base stat. 5 to 59: none, 60 to 119: 5+HD, 120 to 179: 10+HD, 180+: 15+HD. Psychic-types have power resistance instead of spell resistance. Dark-types have power resistance of 20+HD and possess spell resistance as normal.
Pokémon also possess other qualities based on type.
Normal: Immunity to incoporeal touch attacks and receives a +2 racial bonus on all saves against effects that originate from an incoporeal or ethereal source.
Fighting: Can only have claw/talon or slam/hoof natural weapons but gains extra attacks with each weapon for high BAB.
Flying: Gains Flyby Attack as a bonus feat and has the Air subtype.
Poison: Is immune to poison, and natural attacks inflict poison (DC10 + 1/2 level + Constitution modifier; initial: 1 Con, secondary: 1d4 Con)
Ground: Is immune to electricity, gains a +4 racial bonus on saves vs. Poison, and has the Earth subtype.
Rock: Gains a +4 racial bonus vs. Poison and has the Earth subtype.
Bug: Gains a +2 racial bonus on attack and damage rolls vs. creatures of the Psionic subtype.
Ghost: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Psionic subtype.
Steel: Is immune to poison and natural attacks are treated as Adamantine for the purpose of bypassing hardness and damage reduction.
Fire: Natural attacks deal +1d6 fire damage and has the Fire subtype.
Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
Grass: Gains a +2 racial bonus on attack and damage rolls vs. creatures of the Aquatic subtype.
Electric: Is immune to electricity and natural attacks deal +1d6 electricity damage.
Psychic: Possesses Telepathy at a range of 100 feet and has the Psionic subtype.
Ice: Natural attacks deal +1d6 cold damage and has the Cold subtype.
Dragon: Has a breath weapon usable once every 1d4 rounds that deals 1d6/3 levels untyped damage.
Dark: Natural attacks are treated as ghost-touch weapons and gains a +2 racial bonus on attack and damage rolls vs. creatures of the Undead type or Psionic subtype.
Fairy: Is immune to the breath weapons of dragons and gains a +2 racial bonus on attack and damage rolls vs. creatures of the Dragon type.
Pokémon can understand but not speak Common. They can communicate with each other in a language that is impossible for others to learn or understand.
A Pokémon receives saving throw bonuses as normal for its type and HD.
A Pokémon's ability scores are based on its base stats. 5 to 19: 8, 20 to 39: 10, 40 to 59: 12, 60 to 79: 16, 80 to 99: 18, 100 to 119: 22, 130 to 139: 24, 140 to 159: 28, 160 to 189: 30, 190+: 34. It does not receive the normal ability increase every four HD. Instead all its abilities increase at a rate dependant on its base stats. 5 to 80: +1 per eight HD, 81 to 160: +1 per five HD, 161 to 189: +1 per three HD, 190+: +1 per one HD.
Strength: Based on attack.
Dexterity: Based on Speed.
Constitution: Based on HP. Pokémon with 220+ have 36 Constitution that increases by two points every level.
Intelligence/Wisdom/Charisma: Based on Sp.Attack. One is the primary ability and has the normal progression. The other two are secondary abilities and have a slower progression. 5 to 39: 6 (+1 per nine HD), 40 to 79: 8 (+1 per eight HD), 80 to 119: 10 (+1 per seven HD), 120 to 159: 12 (+1 per six HD), 160 to 189: 14 (+1 per five HD), 190+: 16 (+1 per four HD). The primary ability is determined by type. Psychic: Intelligence; Dark, Dragon, Electric, Fairy, Fire, Ghost, Grass, Ice, and Water: Charisma; All others: Wisdom.
A Pokémon receives skill points as normal for its type.
A Pokémon receives feats as normal for its HD. All Pokémon gain Alertness as a bonus feat at level one.
Most Pokémon are either True Neutral or Neutral Good. However, they can be of any alignment provided it is within one step of the Trainer.
A Pokémon can know up to four Special Moves at any one time. When a Pokémon is first obtained, it can know any moves from either its normal move list as if it were a level of its HD × 4 or from its list of egg moves. Every time it gains a new HD, it can potentially learn any new moves from its normal move list that have become available to it, replacing previous moves if it already has four. Every time a Pokémon acquires a feat, it can either relearn a move from its normal move list that it has forgotten, or it can learn any TM or HM move that is available to it. TM and HM moves can have a base power of no more than the Pokémon's HD × 12 in order to be selected.
All physical moves (except for Ghost and Psychic moves) are extraordinary abilities. All status moves (except for Ghost and Psychic moves) and special moves from Dragon (except Dragon Pulse), Electric, Fairy, Fire, Grass, Ice, and Water (except Water Pulse) are spell-like abilities. All Psychic moves (except Heal Pulse) are psi-like abilities. All other moves are supernatural abilities. Status moves provoke attacks of opportunity when used but physical and special moves do not.
Physical and special moves deal damage based on their base power. 10 to 20: 1d6/4 HD, 25 to 40: 1d6/3 HD, 45 to 60: 1d6/2 HD, 65 to 95: 1d6/HD, 100 to 120: 1d10/HD, 125 to 195: 2d8/HD, 200+: 3d6/HD. Physical moves add the Pokémon's Strength modifier to damage while special moves add the Pokémon's primary mental ability modifier to damage. Moves that deal a fixed amount of damage deal the same damage. Moves that deal damage equal to the Pokémon's level deal damage equal to the Pokémon's HD × 4. One-hit knockout moves reduce the opponent to exactly 0 hit points. Selfdestruct reduces the Pokémon to 0 hit points and deals damage equal to (HD + Constitution modifier) × 10. Explosion reduces the Pokémon to 0 hit points and deals damage equal to (HD + Constitution modifier) × 15.
All physical and special moves are treated as melee attacks (if they make contact) or ranged attacks (if they do not). Special and Ghost moves are touch attacks. Ranged attacks have a range increment of 40 feet. Moves that can hit non-adjacent opponents in triple battles, instead, have a range increment of 80 feet. Poison moves deal acid damage. Ghost moves deal force damage. Fire moves deal fire damage. Electric moves deal electricity damage. Psychic moves deal psychic damage. Ice moves deal cold damage. All other moves deal either bludgeoning/slashing/piercing for physical moves (as appropriate) or typeless for special moves. Physical Dark moves can hit incoporeal enemies as if they were ghost-touch weapons.
Moves that hit multiple opponents in double and triple battles do not have attack rolls. Instead, they apply their damage in a 30 foot radius spread and allow a Reflex save for half (DC10 + 1/2 HD + ability modifier). Melee physical moves are Strength-based. Ranged physical moves are Dexterity-based. Special moves are based on the Pokémon's primary mental ability. Ghost and Dark moves, instead, allow a Fortitude save, and Psychic moves, instead, allow a Will save. Moves that hit allies affect every creature in the area. Moves that only hit enemies affect only opponents in the area. Pokémon moves never hit the Trainer.
Moves with less than 100% accuracy either apply a penalty to the attack roll or grant opponents a bonus on the saving throw as appropriate. 85% to 95%: -2, 70% to 80%: -4, 55% to 65%: -6, 35% to 50%: -8, 30%-: -10. Moves that never miss automatically hit without the need of an attack roll or do not allow a saving throw.
Moves with a secondary affect have the same percentile chance of occuring.
Moves that raise or lower stats apply a bonus or penalty of +/- 4 for 1 min/HD. Moves that affect by two stages apply a bonus/penalty of +/- 8, and moves that affect by three stages apply a bonus/penalty of +/- 12. Attack affects Strength. Defense affects AC. Sp.Attack affects the Pokémon's primary mental ability. Sp.Defense affects saves. Speed affects Dexterity. Accuracy affects attack rolls. Evasion affects AC.
Status moves that apply penalties to opponents allow a Fortitude save to negate (DC10 + 1/2 HD + primary mental ability modifier). Moves that hit one enemy affect one target within 80 feet. Moves that hit multiple enemies affect all opponents within 40 feet. Moves that target allies have the same ranges/area and only affect allies.
Moves that inflict status ailments have the same percentile chance of occuring and have similar effects.
Burn: Ignites on fire.
Freeze: Stunned for 1 round/HD. Fortitude save negates.
Paralysis: Staggered for 1 round/HD. Fortitude save negates.
Poison: Initial and secondary: 1d4 Con.
Bad Poison: Initial and secondary: 2d4 Con.
Sleep: Sleep for 1 round/HD. Will save negates.
Confusion: Confused for 1 round/level. Will save negates.
Curse: Deals damage equal to 1/4 the target's total hit points every round. Will save negates.
Encore: Forces opponent to repeat it's last round of actions for 1d4+1 rounds. Will save negates.
Flinch: Dazed for 1 round.
Identify: Allows the Pokémon to ignore dodge bonuses to AC, concealment, and miss chances for 1 round/HD.
Infatuation: Staggered as long as the Pokémon and the target remain within 60 feet of each other. Will save negates.
Leech Seed: Inflicts 2d6 damage/round, and the Pokémon heals that same amount. Can be removed as a full-round action that provokes attacks of opportunity.
Mind Reader/Lock-On: The Pokémon automatically succeeds on its next attack roll.
Nightmare: Deals damage equal to 1/4 the target's total hit points every round. Only works on a sleeping opponent. Will save negates.
Partially Trapped: Target acts as if it's being grappled. Can break free with a DC20 strength check or a DC30 Escape Artist check.
Perish Song: Every creature within 60 feet dies three rounds later. Fortitude save negates.
Taunt: Compels target to do take no other standard actions than attacking for 1d4+1 rounds. Will save negates.
Torment: Prevents the target from performing the same action twice in a row for 1d4+1 rounds. Will save negates.
Defense Curl: Doubles the damage dealt by Rollout and Ice Ball for the rest of the encounter.
Focus Energy: Doubles the Pokémon's critical threat range on all attack rolls for 1 round/HD.
Followed: Compels all opponents within 30 feet to only target the Pokémon for 1d4+1 rounds. Will save negates.
Minimize: Lowers the Pokémon's size category by one step for the rest of the encounter.
Mist: Prevents all allies within 30 feet from incurring penalties for 1 round/HD.
Safeguard: Prevents all allies within 30 feet from being affected by ability damage, ability drain, blindness, confusion, dazing, dazzling, deafness, disease, energy drain, exhaustion, fatigue, feeblemindedness, insanity, nausea, sickness, stunning, and poison for 1 round/HD.
Reflect/Light Screen: Halves all damage taken from a physical or magical/psionic source, respectively, for 1 round/HD.
Substitute: The Pokémon deals itself damage equal to 1/4th it's maximum hit point to create a duplicate of itself with the same number of hit points. All attacks directed at or otherwise affecting the Pokémon get redirected to the substitute until it is destroyed.
Trapped: Dimension all anchor, as the spell.
Weather changing moves affect the weather within a 1 mile radius and last for 10 min/HD.
Physical moves can be used a number of times per day equal to 1/2 their PP, rounded down. Special moves can be used a number of times per day equal to 3/4 their PP, rounded down. Status moves can be used a number of times per day equal to 1/4 their PP, rounded down.