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  1. - Top - End - #1
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    Default Zaydos's Attempt at Making Pokemon (3.X)

    Index
    {table]Pokemon|Notes
    Salamence Line|Bagon is available as a familiar
    Ralts lineage|Has LA.
    Scyther/Scizor|Available as an animal companion with a feat.
    Eeveelutions|Available as familiars
    Ratatta Line|Available through Improved Familiar
    Charizard Line|Has LA
    Togepi Line|Has LA and familiar
    Swablu Line|Available as animal companions with feat.
    Pinsir|Has LA.
    Nidoran lines|Available as animal companions.
    Zubat line|Available as familiars and animal companions.
    Cubone line|Has LA and animal companion (cubone)
    Swinub line|Animal companion or familiar.
    Vulpix line|Animal companion or familiar.
    Abra line|Available as familiar (abra) and has LA.
    Ponyta line|Available as animal companion.
    Growlithe line|Available as animal companion.[/table]

    Requests
    {table]Request|Progress
    Ralts Lineage|Complete
    Eeveelutions|Complete
    Zorua Line|Gen V so might be a bit
    Lucario Line|Pending
    Treecko Line|Pending
    Nidoran Lines|Pending
    Scyther Lineage|Complete
    Victini|Gen V so might be a bit
    Abra Line|Pending
    Dragonite Line|Pending
    Raticate|Complete
    Mewtwo|Pending
    Manaphy|Pending
    Torchick|Pending
    Gible|Pending
    Togepi|Complete
    Tyranitar|Pending
    Mamoswine|Pending
    Litwick|Gen V so might be a bit
    Drilbur|Gen V so might be a bit
    Pineco|Pending
    Scolipede|Gen V so might be a bit
    Shaymin|Pending
    Regis|Pending
    Pinsir|Complete
    [/table]


    Currently in construction: ?.

    Feel free to post suggestions.

    As a note I am not trying to be 100% faithful to the games but instead just capture some of the feel of some of my favorite pokemon and make them into 3.X monsters. So charizard will probably have Cold Vulnerability instead of Cold Resistance and Fire Immunity instead of Fire Resistance, and probably no mention of electricity or rocks. Also I'm unsure about CRs

    Edit: Now with more feats. Pokemon Companion
    Last edited by Zaydos; 2013-01-14 at 05:02 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Bagon:
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    Tiny Dragon
    Hit Dice: 1/2d12+1 (4 hp)
    Initiative: +0
    Speed: 20-ft
    Armor Class: 14 (+2 size, +2 natural), t 12, FF 14
    BAB/Grp: +0/-8
    Attack: Headbutt +2 melee (1d3)
    Full Attack: Headbutt +2 melee (1d3)
    Face/Reach: 2-1/2-ft/0-ft
    Special Attacks: Rock Crusher
    Special Qualities: Cold Vulnerability, Fire and Electricity Resistance 10
    Saves: Fort +3, Ref +2, Will +1
    Abilities: Str 11, Dex 11, Con 12, Int 6, Wis 8, Cha 11
    Skills: Spot +3, Listen +3, Intimidate +4, Jump -2.
    Feats: Power AttackB, Endurance.
    Environment: Temperate Mountains.
    Organization: Solitary, pair, or family (2-5)
    CR: 1/4.
    Alignment: Usually True Neutral
    Treasure: Standard.
    Advancement: 1-2 HD (Tiny), 3-8 HD (small)

    Combat: A bagon fights by charging towards foes head first. It relies on its hard head as its primary weapon in combat against foes.
    Rock Crusher (Ex): A bagon’s headbutt attack ignores hardness and DR of 15 or less.

    Bagons as familiars: A character with the dragonblood subtype or dragon type may select a bagon as a familiar. If they do so they ignore the first 2 points of DR and hardness with all weapon attacks.


    Shelgon:
    Spoiler
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    Medium Dragon
    Hit Dice: 9d12+45 (103 hp)
    Initiative: -1
    Speed: 30-ft
    Armor Class: 23 (-1 Dex, +14 natural), t 9, FF 23
    BAB/Grp: +9/+14
    Attack: Headbutt +14 melee (1d6+7)
    Full Attack: Headbutt+14 melee (1d6+7)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Breath Weapon, Protect, Rock Crusher
    Special Qualities: Cold Vulnerability, Fire and Electricity Resistance 30
    Saves: Fort +11, Ref +5, Will +5
    Abilities: Str 21, Dex 9, Con 20, Int 8, Wis 8, Cha 13
    Skills: Spot +11, Listen +11, Intimidate +13, Jump +17, Spellcraft +11.
    Feats: Power AttackB, Improved Bull Rush, Shock TrooperComplete Warrior, Leap AttackComplete Adventurer, Endurance.
    Environment: Temperate Mountains.
    Organization: Solitary, pair, or family (2-5)
    CR: 7.
    Alignment: Usually True Neutral
    Treasure: Standard.
    Advancement: 10-13 HD (Medium), 14-19 (Large)

    Combat: A shelgon begins the attack with a powerful charge or a blast from its breath weapon. It uses its ability to call up wings of force to its advantage defending itself from enemy attacks and spells.
    Protect (Sp): A shelgon may use Wings of Cover at-will, CL 7.
    Breath Weapon (Su): A shelgon has a breath weapon which is a 30-ft cone of spiritual energy dealing 9d6 damage. A successful Reflex save (DC 19) halves this damage. This energy is especially damaging towards dragons and dragonblooded creatures. Creatures of the dragon type or the dragonblood subtype take an extra 50% damage from this attack. Once a shelgon has used their breath weapon they cannot use it again for 1d4 rounds.
    Rock Crusher (Ex): A shelgon’s headbutt attack ignores hardness and DR of 20 or less.


    Salamence:
    Spoiler
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    Large Dragon (Air)
    Hit Dice: 20d12+200 (330 hp)
    Initiative: +5
    Speed: 30-ft, fly 100-ft (good)
    Armor Class: 31 (-1 size, +5 Dex, +17 natural), t 14, FF 26
    BAB/Grp: +20/+39
    Attack: Bite +34 melee (4d6+15)
    Full Attack: Bite +34 melee (4d6+15), 2 claws +29 melee (3d6+7)
    Face/Reach: 10-ft/5-ft
    Special Attacks: Breath Weapon, Frightful Presence, Draco Meteor, Protect, Powerful Claws, Fearsome
    Special Qualities: Cold Vulnerability, Fire and Electricity Resistance 30
    Saves: Fort +22, Ref +17, Will +22
    Abilities: Str 41, Dex 21, Con 30, Int 12, Wis 10, Cha 21
    Skills: Spot +23, Listen +23, Intimidate +33, Jump +38, Spellcraft +24, Use Magic Device +28, Bluff +10, Sense Motive +18.
    Skill Tricks: Never Outnumbered.
    Feats: Imperious CommandDotU, Power AttackB, Improved Bull Rush, Shock TrooperComplete Warrior, Leap AttackComplete Adventurer, Endurance, Steadfast DeterminationPHBII, Improved Flight Complete Adventurer.
    Environment: Temperate Mountains.
    Organization: Solitary, pair, or family (2 and 2-5 bagons)
    CR: 18.
    Alignment: Often Chaotic Evil
    Treasure: Standard.
    Advancement: 21-30 HD (Large), 31+ HD (Huge)
    Combat: A salamence uses fear to incapacitate its enemies before proceeding to devastate them with its melee attacks. If threatened, especially if threatened with cold attacks, they will release their Draco Meteor attack before tearing through their foes with fang and claw.
    Breath Weapon (Su): A salamence has a breath weapon which is a 50-ft cone of spiritual energy dealing 20d6 damage. A successful Reflex save (DC 30) halves this damage. This energy is especially damaging towards dragons and dragonblooded creatures. Creatures of the dragon type or the dragonblood subtype take an extra 50% damage from this attack. Once a salamence has used their breath weapon they cannot use it again for 1d4 rounds.
    Draco Meteor: (Su): 1/hour a salamence may call a destructive burst of energy. This destructive energy takes the form of a ranged touch attack that can either be targeted at a creature or a line intersection and if it misses rolls on the grenade-like weapon tables from the PHB. If it hits it deals 10d6 bludgeoning damage to the target and explodes in a burst of draconic energy with a 60-ft radius dealing 20d8 untyped damage to all creatures and unattended objects (including walls, floor, and ceiling). A successful reflex save (DC 30) halves this damage, but a target that was directly struck by the ranged touch does not get to make a saving throw against this effect. This effect deals full damage to objects (instead of half). The salamence may not use this ability when it could not use its breath weapon, and if it uses this ability it cannot use its breath weapon for 5 minutes. The energy portion deals +50% damage to dragons and dragonblooded creatures. The salamence is immune to its own Draco Meteor, but not those of other salamences.
    Protect (Sp): A salamence may use Wings of Cover at-will, CL 20.
    Fearsome (Ex): A salamence may make Intimidate checks to demoralize opponents as a move action.
    Frightful Presence (Ex): When a salamence roars, or attacks (including with Su abilities), all creatures within 100-ft who can see/hear (as appropriate) the salamence and have less HD than the salamence must make a Will save (DC 25) or be shaken for 5d6 rounds.
    Powerful Claws (Ex): A salamence’s natural weapons deal damage as if it were two size categories larger than it is.
    Last edited by Zaydos; 2011-03-22 at 06:45 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Swablu:
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    Tiny Magical Beast (Dragonblood)
    Hit Dice: 1d10+1 (13 hp)
    Initiative: +2
    Speed: 10-ft, fly 60-ft (good)
    Armor Class: 15 (+2 size, +2 Dex, +1 natural), t 14, FF 13
    BAB/Grp: +1/-8
    Attack: Bite +5 melee (1d3-1)
    Full Attack: Bite +5 melee (1d3-1)
    Face/Reach: 2 1/2-ft/0-ft
    Special Attacks: -
    Special Qualities: -
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 8, Dex 15, Con 12, Int 3, Wis 13, Cha 12
    Skills: Spot +5, Listen +5
    Feats: Weapon Finesse.
    Environment: Temperate and Warm Forests and Mountains.
    Organization: Solitary, pair, or family (2-5)
    CR: ½.
    Alignment: Always True Neutral
    Treasure: None.
    Advancement: 2-3 HD (Tiny), 4-6 HD (small), 7 HD (medium).

    Swablu do not speak any language, although spells or effects that allow you to communicate with non-predatory birds function with them.
    Combat: Swablus rely on their beaks in combat.


    Alteria:
    Spoiler
    Show
    Large Dragon (Air)
    Hit Dice: 8d12+24 (76 hp)
    Initiative: +2
    Speed: 20-ft, fly 90-ft (good)
    Armor Class: 18 (-1 size, +2 Dex, +7 natural), t 11, FF 16
    BAB/Grp: +8/+14
    Attack: Bite +9 melee (1d8+3)
    Full Attack: Bite +9 melee (1d8+3)
    Face/Reach: 10-ft/5-ft
    Special Attacks: Breath Weapon
    Special Qualities: Natural Cure
    Saves: Fort +8, Ref +8 (+11 when flying), Will +8
    Abilities: Str 14, Dex 15, Con 14, Int 7, Wis 15, Cha 14
    Skills: Heal +13, Listen +13, Sense Motive +13, Spot +13
    Feats: Ability Focus (Breath Weapon), Aerial ReflexesRaces of the Wild, Improved Toughness
    Environment: Temperate and Warm Forests and Mountains.
    Organization: Solitary, pair, or family (2-5)
    CR: 6.
    Alignment: Usually Neutral Good
    Treasure: None.
    Advancement: 9-12 HD (Large), 13-18 HD (Huge), 19+ HD (Gargantuan).

    Altaria speak draconic.
    Combat: Altaria rely on speed and maneuverability in combat, positioning to be able to use their breath weapon to its best effect. If they suffer from an ailment they will retreat to rest it off with their natural cure ability.
    Breath Weapon (Su): An altaria’s breath weapon is a line of draconic energy 100-ft long. It deals 8d8 damage and stuns targets for 1 round. A successful Reflex (DC 18) save halves the damage and negates the stun.

    Natural Cure (Ex): If an altaria is stunned, dazed, put to sleep, paralyzed, held, or slowed such effects end if the altaria takes no actions for 1 round. In addition it heals ability damage at a rate of 1 to each stat per round instead of the normal rate, and heals ability drain 1 point to 1 stat per day.


    As Animal Companions
    Spoiler
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    A druid with the Pokemon Companion feat may select a swablu as an animal companion at 1st level and an altaria as an animal companion beginning at 10th level (with a -9 modifier to their druid level for the determination of animal companion effects and abilities).
    Last edited by Zaydos; 2011-03-25 at 06:08 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Charmander
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    Small Dragon (Fire)
    Hit Dice: 3d12+6 (22 hp)
    Initiative: +3
    Speed: 30-ft
    Armor Class: 17 (+1 size, +3 Dex, +3 natural), t 14, FF 14
    BAB/Grp: +3/+0
    Attack: Claw +7 melee (1d4+1)
    Full Attack: 2 claws +7 melee (1d4+1)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Breath Weapon
    Special Qualities: Fire Immunity, Cold Vulnerability, Flaming Tail, Blaze
    Saves: Fort +4, Ref +5, Will +3
    Abilities: Str 12, Dex 17, Con 15, Int 6, Wis 12, Cha 10
    Skills: Intimidate +6, Listen +5, Sense Motive +5, Spot +5
    Feats: Weapon Finesse (B), Ability Focus (Breath Weapon), Clinging Breath
    Environment: Warm Hills and Mountains
    Organization: Solitary, pair, or clutch (2-5)
    CR: 2
    Alignment: Usually True Neutral
    Treasure: ½ standard
    Advancement: 4-8 HD (Small).
    LA: +2

    Charmanders speak badly broken draconic.
    Combat: Charmanders rarely choose to fight, but when pressed lash out with their fire breath.
    Breath Weapon (Su): A charmander’s breath weapon is a line of fire 30-ft long dealing 3d6 fire damage. A successful Reflex save (DC 15; Con based includes Ability Focus) halves this damage. Once a charmander has used its breath weapon it is unable to use it again for 1d4 rounds.
    Blaze (Ex): When at 1/3rd or less health (7 for a normal charmander) a charmander’s breath weapon deals +50% damage.
    Fire Tail: A charmander takes 2 Con damage each round its fiery tail is submerged.


    Charmeleon
    Spoiler
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    Medium Dragon (Fire)
    Hit Dice: 9d12+27 (85 hp)
    Initiative: +3
    Speed: 40-ft
    Armor Class: 19 (+3 Dex, +6 natural), t 13, FF 16
    BAB/Grp: +9/+13
    Attack: Claw +13 melee (1d6+4)
    Full Attack: 2 claws +13 melee (1d6+4)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Breath Weapon
    Special Qualities: Fire Immunity, Cold Vulnerability, Flaming Tail, Blaze
    Saves: Fort +9, Ref +9, Will +7
    Abilities: Str 18, Dex 17, Con 17, Int 8, Wis 12, Cha 14
    Skills: Intimidate +14, Listen +13, Sense Motive +13, Spot +13, Use Magic Device +14
    Feats: Ability Focus (Breath Weapon), Clinging Breath, Recover Breath, Maximize Breath
    Environment: Warm Hills and Mountains
    Organization: Solitary
    CR: 7
    Alignment: Usually Chaotic Neutral
    Treasure: Standard
    Advancement: 10-17 HD (medium).
    LA: +2

    Charmeleons speak draconic.
    Combat: Charmeleons are much more aggressive than their younger selves often rushing into combat with fire blasts and claws.
    Breath Weapon (Su): A charmeleon’s breath weapon is a line of fire 60-ft long or a 30-ft cone of fire. Whichever is used it deals 9d6 fire damage. A successful Reflex save (DC 19; Con based includes ability focus) halves this damage. Once a charmeleon has used its breath weapon it is unable to use it again for 1d4-1 rounds (includes recover breath).
    Blaze (Ex): When at 1/3rd or less health (28 for a normal charmeleon) a charmander’s breath weapon deals +50% damage.
    Fire Tail: A charmeleon takes 2 Con damage each round its fiery tail is submerged.


    Charizard
    Spoiler
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    Large Dragon (Fire)
    Hit Dice: 18d12+90 (207 hp)
    Initiative: +3
    Speed: 40-ft, fly 100-ft (good)
    Armor Class: 25 (-1 size, +3 Dex, +15 natural), t 12, FF 19
    BAB/Grp: +18/+30
    Attack: Bite +30 melee (2d6+8 +1d6 fire)
    Full Attack: Bite +30 melee (2d6+8 +1d6 fire), and 2 claws +25 melee (1d8+4)
    Face/Reach: 10-ft/5-ft
    Special Attacks: Breath Weapon, Fire Fang
    Special Qualities: Fire Immunity, Cold Vulnerability, Flaming Tail, Blaze
    Saves: Fort +16, Ref +14, Will +12
    Abilities: Str 26, Dex 17, Con 21, Int 10, Wis 12, Cha 20
    Skills: Intimidate +14, Listen +13, Sense Motive +13, Spot +13, Use Magic Device +14
    Feats: Ability Focus (Breath Weapon), Clinging Breath, Recover Breath, Maximize Breath, Quicken Breath, Flyby Attack, Lingering Breath
    Environment: Warm Hills and Mountains
    Organization: Solitary
    CR: 16
    Alignment: Usually Chaotic Neutral
    Treasure: Standard
    Advancement: 19-24 HD (Large), 25+ HD (Huge)
    LA: +2

    Charizards speak draconic and common.
    Combat: Charizards are territorial creatures. They’ll begin battles with testing spouts of flames and once they have weakened an enemy will unleash powerful blasts of full power fire.
    Breath Weapon (Su): A charizard’s breath weapon is a line of fire 120-ft long or a 60-ft cone of fire. Whichever is used it deals 18d6 fire damage. A successful Reflex save (DC 26; Con based includes ability focus) halves this damage. Once a charizard has used its breath weapon it is unable to use it again for 1d4-1 rounds (includes recover breath).
    Fiery Fang (Su): A charizard’s bite attack deals +1d6 fire damage.
    Blaze (Ex): When at 1/3rd or less health (69 for a normal charizard) a charizard’s breath weapon deals +50% damage and its fiery fang deal an extra +1d6 fire damage.
    Fire Tail: A charizard takes 2 Con damage each round its fiery tail is submerged.


    Notes:
    Spoiler
    Show
    Is the LA accurate?

    Charmander/meleon/izards as PCs:
    Each racial hit die gained also increases breath weapon damage by 1d6.
    Each odd HD after 3rd adds +2 Str
    Every 3rd HD after 3rd grants +2 Cha
    Con and Int increases with size and change in type (9 and 18 hit dice respectively). +2 to both at 9, and +4 Con, +2 Int at 18 hit dice.
    Each odd HD past 3rd grants +1 to natural armor; each HD after 9th grants +1 natural armor.
    At 9 Hit Dice you become a charmeleon (although these changes should already have given you the stats) and at 18th you become a charizard and gain wings and flight.
    Last edited by Zaydos; 2011-03-26 at 07:13 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Last reserved post (trapinch/vibrava/flygon).

    Feel free to make requests.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    I would love to see Gardevoir/Gallade and it's previous evolutions. And Absol. <3

    Edit: And I'm sure a great many people would like the Eveelutions. xD
    Last edited by Seraphiel; 2011-03-21 at 04:28 PM.
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    I happen to love the Pokemon games and can list pretty much every pokemon from the first four generations off the top of my head. I also like the idea of playing a Pokemon game with D&D 3.5-esque rules. I will be watching this project closely.

    A few suggestions:

    • You should probably come up with some sort of Evolution mechanic, even if it's only triggered upon gaining X Hit Dice.
    • Having only half of a Hit Die, I think that Bagon's BAB should be +0 (I could be wrong, though).
    • I'm having a really hard time imagining a Shelgon managing to jump 10ft in order to use Leap Attack. Granted, this is totally doable with the power of Anime Physics!!!1!, but my suspension of disbelief only goes so far.
    • Improved Flight seems like a wasted feat on a Homebrew monster; you could just make Salamence's flight Good instead of Average from the get-go.
    • I'm pretty sure that the Powerful Claws ability is totally meaningless. Natural Weapon damage uses size as a guideline, but it can start out as whatever you want it to be. It's a Homebrew, remember, and there is precedence. A crocodile's bite damage is one die size higher than average, for example.


    Otherwise, I'm impressed. Good job, Zaydos.
    Last edited by Lyndworm; 2011-03-21 at 06:47 PM.
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Quote Originally Posted by Lyndworm View Post
    I happen to love the Pokemon games and can list pretty much every pokemon from the first four generations off the top of my head. I also like the idea of playing a Pokemon game with D&D 3.5-esque rules. I will be watching this project closely.

    A few suggestions:

    • You should probably come up with some sort of Evolution mechanic, even if it's only triggered upon gaining X Hit Dice.
    • Having only half of a Hit Die, I think that Bagon's BAB should be +0 (I could be wrong, though).
    • I'm having a really hard time imagining a Shelgon managing to jump 10ft in order to use Leap Attack. Granted, this is totally doable with the power of Anime Physics!!!1!, but my suspension of disbelief only goes so far.
    • Improved Flight seems like a wasted feat on a Homebrew monster; you could just make Salamence's flight Good instead of Average from the get-go.
    • I'm pretty sure that the Powerful Claws ability is totally meaningless. Natural Weapon damage uses size as a guideline, but it can start out as whatever you want it to be. It's a Homebrew, remember, and there is precedence. A crocodile's bite damage is one die size higher than average, for example.


    Otherwise, I'm impressed. Good job, Zaydos.
    Thanks for the critiques.

    1. I left direct mechanics for evolultion out (I left all fluff out and it's a little too close to fluff), but I made the advancement charts so that bagon capped 1 HD below shelgon's base HD and shelgon 1 HD below salamence.
    2. Honestly I didn't know of any creature with good BAB that had 1/2 HD so I rounded up because of power reasons, but it bothered me to do so since I don't know what's right. Thinking about changing it to +0 since that's more likely correct.
    3. They're pokedex talks about leaping (albeit mainly off cliffs) and they charge so I went with leap attack. They are a quadreped, but they are known for trying to fly by jumping.
    4. It was to compensate for Power Attack as a bonus feat that they retained from bagon. Also it means they can't get perfect by swapping a single feat (not that that would be too bad).
    5. Yeah, I just knew if I didn't I'd have to explain that there are several creatures that don't follow those guidelines. Also this helps if it gets size changed by magic or is advanced to huge, or if it takes Improved Natural Weapon (actually it might make it illegible for Improved Natural Weapon... I wouldn't mind that).


    Like I said, thanks
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Quote Originally Posted by Zaydos View Post

    Requests
    {table]Request|Progress
    Eeveelutions|Pending[/table]
    Awesome. Eagerly awaiting this. Eeveelutions are the bestest.
    DMing:
    Iron Crisis IC | OOC
    Red Hand of Doom IC | OOC
    Playing:
    Tales of Neutral Ground IC | OOC
    The Madness of Men in a World of Monsters IC | OOC

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    zorua/zoroark and riolu/lucario lines please and thank you

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    I, personally, would appreciate seeing the Treeko line, the Nidoran Family, and if possible, the Scyther line.

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    VICTINI!!!!(im screaming it out loud(i love saying this name)) please and thank you

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    I would like to request:
    -Dragonite line
    -Abra line
    Please?
    Characters:


    I live on the time zone which is -5 hours to GMT, but I'm a night owl. Beware!

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Ralts Lineage

    Ralts
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    Tiny Aberration (Psionic)
    Hit Dice: 1d8-1 (3 hp)
    Initiative: +0
    Speed: 20-ft
    Armor Class: 12 (+2 size), t 12, FF 12
    BAB/Grp: +0/-12
    Attack: -
    Full Attack: -
    Face/Reach: 2-1/2-ft/0-ft
    Special Attacks: Psionics
    Special Qualities: Empathic Telepathy, Spatial Hop, Naturally Psionic
    Saves: Fort -1, Ref +0, Will +3
    Abilities: Str 3, Dex 10, Con 8, Int 13, Wis 13, Cha 12
    Skills: Bluff +1*, Concentration +6*, Diplomacy +3*, Intimidate +1*, Listen +3, Spot +3, Sense Motive +7
    Feats: Skill Focus (Concentration)
    Environment: Temperate Plains and Forests.
    Organization: Solitary, pair, or ring (2-5)
    CR: Typical powers known 1/10; modified 1/2. They lack any offensive powers typically and therefore are not a threat to the party. Even with a better choice in powers they are worse than an elite array psion.
    Alignment: Usually Good (any)
    Treasure: None.
    Advancement: 2-5 HD (Tiny)
    LA: +1.

    Ralts are able to speak, but do not normally know any languages except their own telepathic language. They can still be communicated with telepathically.
    Combat: A ralts relies on its psionic powers in combat, preferring to flee over direct confrontation.
    Psionics: A ralts manifests powers as a psion (nomad) with a level equal to their racial hit dice. The save DCs are Intelligence-based.
    Typical Psion Powers Known (Power Points: 5, Save DC 11 + Power Level): 1st: Defensive Precognition, Déjà vu, Telempathic Projection.

    Empathic Telepathy (Su): A ralts has undeveloped telepathic abilities. This ability grants them a +4 bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Wild Empathy checks with intelligent creatures within 60-ft. This ability also allows ralts to communicate telepathically with each other.

    Spatial Hop (Su): 3/day, as a standard action which provokes an Attack of Opportunity a ralts may teleport up to 60-ft. It must have line of sight to the square it is teleporting to.

    Naturally Psionic: A ralts gains 3 bonus power points (included above).

    Skills: A ralts gains a +2 bonus to all Sense Motive checks (included above). In addition they gain a +4 bonus to Concentration checks to gain a psionic focus.


    Kirlia
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    Small Aberration (Psionic)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +3
    Speed: 30-ft
    Armor Class: 14 (+1 size, +3 Dex), t 14, FF 11
    BAB/Grp: +4/+0
    Attack: Slam +4 melee (1d4)
    Full Attack: Slam +4 melee (1d4)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Psionics, Sympathic Retribution
    Special Qualities: Telepathy, Spatial Hop, Naturally Psionic
    Saves: Fort +3, Ref +5, Will +7
    Abilities: Str 11, Dex 16, Con 12, Int 15, Wis 15, Cha 14
    Skills: Bluff +2*, Concentration +10*, Diplomacy +13*, Intimidate +2*, Listen +7, Spot +6, Sense Motive +13*
    Feats: Skill Focus (Concentration), Psionic Endowment, Overchannel
    Environment: Temperate Plains and Forests.
    Organization: Solitary, pair, or troupe (2-5)
    CR: 5.
    Alignment: Usually Good (any)
    Treasure: Standard.
    Advancement: 7-10 HD (Small)
    LA: +1.

    Kirlia communicate primarily via telepathy, although they understand and can speak common.
    Combat: A kirlia relies on its psionic abilities in combat. When possible they will try and find a diplomatic solution as opposed to actual confrontation. When that is impossible they will often seek to use their mental abilities to escape, using Cloud Mind if there is but a single target, only resorting to direct violence when multiple foes threaten them.
    Psionics: A kirlia manifests powers as a psion (nomad) with a level equal to their racial hit dice. The save DCs are Intelligence-based.
    Typical Psion Powers Known (Power Points: 44, Save DC 12 + Power Level): 1st: Defensive Precognition, Déjà vu, Energy Ray, Inertial Armor, Telempathic Projection; 2nd: Cloud Mind, Ego Whip, Psionic Levitate, Specified Energy Adaptation; 3rd: Mental Barrier, Psionic Blast, Energy Wall, Telekinetic Thrust

    Sympathic Retribution (Su): If a kirlia is dazed, stunned, paralyzed, or held it may, as an immediate action, attempt to daze the creature applying the effect. Even if this is successful the kirlia is still affected, but the target must make a Will save (DC 15, charisma based) or be dazed for 1d4+1 round. This ability has a range of 60-ft.

    Telepathy (Su): A kirlia has telepathy out to 100-ft. In addition it gains a +4 bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Wild Empathy checks with intelligent creatures within range.

    Spatial Hop (Su): 3/day, as a standard action a kirlia may teleport up to 60-ft. It must have line of sight to the square it is teleporting to.

    Naturally Psionic: A kirlia gains 3 bonus power points.

    Skills: A kirlia gains a +4 bonus to all Sense Motive checks (included above). In addition they gain a +4 bonus to Concentration checks to gain a psionic focus.


    Gardevoir
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    Medium Aberration (Psionic)
    Hit Dice: 11d8+11 (60 hp)
    Initiative: +3
    Speed: 30-ft
    Armor Class: 13 (+3 Dex), t 13, FF 10
    BAB/Grp: +7/+7
    Attack: Slam +7 melee (1d6)
    Full Attack: Slam +7 melee (1d6)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Psionics, Sympathic Retribution, Mind Bolt
    Special Qualities: Telepathy, Spatial Hop, Naturally Psionic
    Saves: Fort +4, Ref +6, Will +11
    Abilities: Str 11, Dex 16, Con 12, Int 19, Wis 19, Cha 18
    Skills: Bluff +18*, Concentration +18*, Diplomacy +19*, Intimidate +6*, Listen +15, Spot +15, Sense Motive +19* (+27 with telepathy and psionic focus).
    Feats: Skill Focus (Concentration), Psionic Endowment, Overchannel, Mindsight Lords of Madness.
    Environment: Temperate Plains and Forests.
    Organization: Solitary, or kingdom (1 and 2-5 kirlias and 4-25 ralts)
    CR: 11.
    Alignment: Usually Lawful Good
    Treasure: Standard.
    Advancement: 7-10 HD (Small)
    LA: +2.

    Gardevoir communicate primarily via telepathy, although they understand and can speak common.
    Combat: A gardevoir like in its youth still relies on its psionic abilities in combat. When they or their charges are threatened a gardevoir will lash out with its psionic might relying on powerful psionic attacks to take out enemies. It only defaults to its mind bolt when it has depleted its power points and still must fight on.
    Psionics: A gardevoir manifests powers as a psion (nomad) with a level equal to their racial hit dice. The save DCs are Intelligence-based.
    Typical Psion Powers Known (Power Points: 131, Save DC 14 + Power Level): 1st: Defensive Precognition, Déjà vu, Energy Ray, Inertial Armor, Telempathic Projection; 2nd: Cloud Mind, Ego Whip, Psionic Levitate, Specified Energy Adaptation; 3rd: Mental Barrier, Psionic Blast, Energy Wall, Telekinetic Thrust; 4th: Psionic Dimension Door, Psionic Divination, Psionic Fly, Telekinetic Maneuver; 5th Psionic Plane Shift, Psionic Teleport, Psionic True Seeing, Shatter Mind Blank; 6th: Temporal Acceleration

    Sympathic Retribution (Su): If a gardevoir is dazed, stunned, paralyzed, or held it may, as an immediate action, attempt to daze the creature applying the effect. Even if this is successful the gardevoir is still affected, but the target must make a Will save (DC 19, charisma based) or be dazed for 1d4+1 round. This ability has a range of 110-ft.

    Mind Bolt (Su): As a standard action a gardevoir may attack the mind of one creature within 60-ft. This attack deals 6d10 damage, but a successful Will save (DC 19, charisma based) negates this damage. This is a mind-affecting effect.

    Telepathy (Su): A gardevoir has telepathy out to 100-ft. In addition it gains a +4 bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Wild Empathy checks with intelligent creatures within range.

    Spatial Hop (Su): 3/day, as a move action a gardevoir may teleport up to 60-ft. It must have line of sight to the square it is teleporting to.

    Naturally Psionic: A gardevoir gains 3 bonus power points.

    Skills: A gardevoir gains a +4 bonus to all Sense Motive checks (included above), this increases to +8 when it has its psionic focus. In addition they gain a +4 bonus to Concentration checks to gain a psionic focus.


    Gallade
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    Medium Aberration (Psionic)
    Hit Dice: 11d8+11 (60 hp)
    Initiative: +4
    Speed: 40-ft
    Armor Class: 18 (+4 Dexterity, +4 Wisdom), t 18, FF 14
    BAB/Grp: +7/+9
    Attack: Unarmed Strike +10 melee (1d10+2; 18-20/x2 See psychic strike)
    Full Attack: Unarmed Strike +10/+5 melee (1d10+2; 18-20/x2 See psychic strike)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Psionics, Martial Initiator, Psychic Strike
    Special Qualities: Immunity to Daze and Stun, Telepathy, Spatial Hop, Naturally Psionic, Martial Focus, AC Bonus
    Saves: Fort +4, Ref +6, Will +11
    Abilities: Str 15, Dex 18, Con 16, Int 17, Wis 15, Cha 14
    Skills: Bluff +2*, Concentration +19*, Diplomacy +18*, Intimidate +2*, Listen +16, Spot +16, Sense Motive +20*.
    Feats: Skill Focus (Concentration), Weapon Finesse, Overchannel, Psionic Fist.
    Environment: Temperate Plains and Forests.
    Organization: Solitary
    CR: 10.
    Alignment: Usually Chaotic Good
    Treasure: Standard.
    Advancement: by character class
    LA: +2.

    Gallade communicate primarily via telepathy, although they understand and can speak common.
    Combat: A gallade uses his psionic powers to augment his physical prowess in single combat. They often travel the lands acting as knight-errants.
    Psionics: A gardevoir manifests powers as a psion (nomad) with a level equal to their racial hit dice -3. The save DCs are Intelligence-based.
    Typical Psion Powers Known (Power Points: 73, Save DC 13 + Power Level): 1st: Defensive Precognition, Déjà vu, Energy Ray, Inertial Armor, Offensive Precognition; 2nd: Biofeedback, Cloud Mind, Concealing Amorpha, Specified Energy Adaptation; 3rd: Mental Barrier, Telekinetic Thrust; 4th: Intellect Fortress, Psionic Dimension Door, Psionic Freedom of Movement, Telekinetic Maneuver
    Martial Initiator: A gallade can naturally initiate maneuvers, using its own recovery method. If a gallade uses a psionic power it may, as a swift action, replace (and ready) any expanded maneuvers it has used and recover all other expanded maneuvers; this only applies to its racial maneuvers. It’s IL is 11 and if it takes levels in another martial initiating class it adds +8 to its IL in that class instead of +5.

    Gallade naturally know the following martial maneuvers, but may only have 3 readied at any time:
    Maneuvers Known:
    Diamond Mind: Action before Thought, Greater Insightful Strike, Mind Over Body, Moment of Perfect Mind.
    Iron Heart: Iron Heart Endurance, Iron Heart Surge, Mithril Tornado, Wall of Blades.
    Stances Known:
    Diamond Mind: Hearing the Air.
    Iron Heart: Absolute Steel Stance.

    Psychic Strike: A gallade has the unarmed strike as an 11th level monk (but does not gain flurry of blows); if they gain monk (or unarmed swordsage) levels they gain unarmed strike as a monk of their actual level +11 due to this ability. In addition its unarmed strikes have a critical threat range of 18-20/x2 and deal slashing damage as well as bludgeoning. Against a creature with the Psionic subtype it’s threat range is decreased to 20/x2.
    A gallade’s unarmed strike counts as magic for the purposes of overcoming DR.
    Telepathy (Su): A gallade has telepathy out to 60-ft. In addition it gains a +4 bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Wild Empathy checks with intelligent creatures within range.
    Spatial Hop (Su): 3/day, as a swift action a gallade may teleport up to 60-ft. It must have line of sight to the square it is teleporting to.
    Martial Focus (Su): Whenever a gallade recovers his racially granted martial maneuvers he may also make a Concentration check to regain his psionic focus as a free action.
    AC Bonus: A gallade gains a bonus to its AC as an 11th level monk. If they take monk levels they add 11 to their monk level to determine their effective monk level for their monk AC bonus.
    Naturally Psionic: A gallade gains 3 bonus power points.

    Skills: A gallade gains a +4 bonus to all Sense Motive checks (included above). They gain a +4 bonus to Concentration checks when psionically focused and gain a +4 bonus to Concentration checks to gain a psionic focus.


    Notes and Comments:
    • CR: The CR for kirlia and ralts are lower than that of a psion of the equivalent level because in ralts's case an elite array is significantly better than its racial stats and abilities and in kirlia's case an elite array + NPC gear is stronger than its racial stats and abilities. In both cases they do not gain a new level of powers. Gardevoir is possibly a little stronger than an unoptimized psion of its CR.
    • LA: I'm not sure about the LA; I think it might be too low. If anybody has comments or critiques on this please tell me. Once I am sure on LA I'll probably add an actual Savage Species progression. As a note realize that a kirlia can't buy off its LA till 9th level, and that a gardevoir can't till 17th as racial hit dice don't count towards Character Level for LA buy off.
    • Gallade: Coming soon, but will be a little more work and I thought I'd go ahead and get these up.
    Last edited by Zaydos; 2011-03-26 at 09:29 PM.
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    http://www.scshop.com/~ritaxis/ has been one of my favorite sites for Pokemon even though it has been updated in ages. Not many of the creatures were completed, but I did like the way the evolution played into the advancement. See for example Bulbasaur to Ivysaur to Venusaur.

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Scyther and Scizor

    Scyther
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    Medium Magical Beast
    Hit Dice: 6d10+18 (51 hp)
    Initiative: +5
    Speed: 20-ft, fly 60-ft (good)
    Armor Class: 20 (+5 Dex, +5 natural), t 15, FF 20
    BAB/Grp: +6/+11
    Attack: Armblade +11 melee (1d8+5; 18-20/x3)
    Full Attack: 2 Armblades +11 melee (1d8+5; 18-20/x3)
    Face/Reach: 5-ft/5-ft
    Special Attacks: -
    Special Qualities: Uncanny Dodge, Danger Mode
    Saves: Fort +8, Ref +10, Will +4
    Abilities: Str 21, Dex 21, Con 17, Int 2, Wis 14, Cha 10
    Skills: Hide +5*, Listen +5, Move Silently +8, Spot +5
    Feats: Flyby Attack, Improved Flyby AttackSS, Great Flyby Attack SS
    Environment: Temperate and Warm Forests.
    Organization: Solitary, or pair
    CR: 4.
    Alignment: Always True Neutral
    Treasure: None.
    Advancement: 7-10 HD (Medium), 11-14 HD (Large).
    LA: -

    Danger Mode (Ex): When at 1/3rd or less of their maximum hit points (17 or less normally) a scyther gains a +4 bonus to Str and a +4 bonus to critical confirmation rolls.

    Uncanny Dodge (Ex): A scyther retains its Dex bonus to AC even when flat-footed or attacked by an invisible creature.

    Skills: A scyther gains a +4 to hide checks in tall grass or wooded areas.


    Scizor
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    Medium Construct (Living Construct, Augmented Magical Beast)
    Hit Dice: 8d10+40 (84 hp)
    Initiative: +2
    Speed: 50-ft,
    Armor Class: 22 (+2 Dex, +10 natural), t 12, FF 22
    BAB/Grp: +8/+15
    Attack: Claw +15 melee (2d6+7; 17-20/x4)
    Full Attack: 2 Claws +15 melee (2d6+7; 17-20/x4)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Adamant Claws
    Special Qualities: Uncanny Dodge, Danger Mode, +4 on Will saves versus Mind-Affecting Effects, SR 18, Fire Vulnerability, Kill it With Fire, Living Construct Traits, DR 10/adamantine.
    Saves: Fort +11, Ref +8, Will +6
    Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 14, Cha 10
    Skills: Hide +2, Listen +6, Move Silently +5, Spot +6
    Feats: Weapon Focus (Claw), Improved Critical (Claws), Iron Will
    Environment: Temperate and Warm Forests.
    Organization: Solitary, or pair
    CR: 6.
    Alignment: Always True Neutral
    Treasure: None.
    Advancement: 9-12 HD (Medium), 13-16 HD (Large).
    LA: -

    Adamant Claws: A scizors claws are infused with adamantine and overcome hardness and DR as if they were adamantine. They threaten a critical hit on a 19-20 and deal x4 damage on a crit. The standard scizor has the Improved Critical feat.

    Danger Mode (Ex): When at 1/3rd or less of their maximum hit points (28 or less normally) a scizor gains a +4 bonus to Str and a +4 bonus to critical confirmation rolls.

    Uncanny Dodge (Ex): A scizor retains its Dex bonus to AC even when flat-footed or attacked by an invisible creature.
    Kill it With Fire (Ex): A scizor’s Spell Resistance does not apply against spells or effects with the fire descriptor.


    Evolution:
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    This could work several ways for my game I think I'd use the following:

    Long ago a cabal of transmuters experimented upon these creatures. They developed a ritual that infused the wild scythers with powerful armor. While this armor slowed their movements, it also gave them the ability to make deadly powerful attacks and resistance to magic and toxins. The exact secrets of this ritual are now lost to time, but every occasionally a wizard stumbles upon fragments of this broken lore. The ritual requires a 9th+ level caster, a live scyther, rare incense and adamantine ore worth 1000 GP. It also requires the following spells: Permanency, Polymorph, Mage Armor, and Greater Magic Weapon. The affected scyther becomes a scizor and its type changes to Construct gaining both the Living Construct and Augmented Magical Beast subtypes. In addition it gains +2 HD, +4 Str and Con, -6 Dex, SR 10 + HD, +5 natural armor, +4 on saves versus mind-affecting effects, DR 10/adamantine, its loses its flight speed but gains a +30-ft increase to its land speed, it gains fire vulnerability and the kill it with fire trait, and its arm-blades become adamant claws which deal damage as a greatsword meant for a creature of its size with a 19-20/x4 critical. They may also retrain all their feats.

    The newly created scizor is automatically helpful towards its creator and will obey simple commands. Should events cause a rift to develop between them, then the scizor may make a Will save (DC 15 + creator's primary casting stat) to disobey. This ability does not imbue the scizor with the ability to understand complicated orders. This ritual does not seem to function on any creature other than scizors.

    In some regions these creatures seem to be developing naturally. The exact means are unknown (i.e. potential plot hook; possibly terrorizing a dwarven adamantine mine)


    Scythers as Animal Companions:
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    A character with the Pokemon Companion feat of at least 7th level may select a scyther as an animal companion as a druid 6 levels lower, if at least 10th level they may select a scizor as an animal companion as a druid 9 levels lower.


    Notes:
    CR: I'm a little iffy on it.
    Animal Companion: Would it be balanced for a feat to add scyther and possibly scizor to a druid or ranger's animal companion list? If so what would be an appropriate level modifier?
    Last edited by Zaydos; 2011-03-25 at 06:13 PM.
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Quote Originally Posted by Zaydos View Post
    Yeah, I just knew if I didn't I'd have to explain that there are several creatures that don't follow those guidelines. Also this helps if it gets size changed by magic or is advanced to huge, or if it takes Improved Natural Weapon (actually it might make it illegible for Improved Natural Weapon... I wouldn't mind that).
    How does it help if Salamence grows, exactly? 4d6 improved by one size category is always going to be 6d6, regardless of whatever ability let it hit 4d6 in the first place.

    It doesn't make Salamence ineligible for Improved Natural Attack, but they don't stack, either. One improves the attack by one size category, the other by two. It's similar to the wording found in Powerful Build and Monkeygrip, and they don't stack for the same reason.



    I'm not sure that Scyther and Scizor should have such low Intelligence scores... I'm not sure any pokemon should, to be honest. Also, in the games/shows (unsure about the manga) Scyzors can't fly, but their land speed is fairly high. They can still sort of hover, reducing their effective weight and allowing them to move much more swiftly than they appear able to.
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Quote Originally Posted by Lyndworm View Post
    I'm not sure that Scyther and Scizor should have such low Intelligence scores... I'm not sure any pokemon should, to be honest. Also, in the games/shows (unsure about the manga) Scyzors can't fly, but their land speed is fairly high. They can still sort of hover, reducing their effective weight and allowing them to move much more swiftly than they appear able to.
    You're right they only fly in the anime, which I don't even watch. I will fix that.
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Can we have a Raticate, please, Zaydos? Ideally, as something a bit more interesting than a slightly differently statted dire rat? Something powerful and aggressive in combat, to reflect Raticate's 'rabid attack dog' image and play-style? Maybe give it trip, like a wolf? Or attach, so that it can cling onto PCs with its bulldog-like jaws?
    Last edited by Blynkibrax; 2011-03-23 at 09:00 AM.
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Ooh, ooh! Can you do Manaphy?

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Requesting the Litwick line.

    Also, Shelgon's breath weapon damage is listed as 20d6 (copypaste error from Salamence?)

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Id like to toss in a request for the Torchic/Combusken/Blaziken line.
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    Quote Originally Posted by jiriku View Post
    ...magical trumps mundane so often that mundane really needs to be able to give magic a good kick in the junk now and then.

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    smile Re: Zaydos's Attempt at Making Pokemon (3.X)

    Oh,my, can you please do Tyranitars and Mamoswines lines, if you can be so kind?
    Last edited by Pokonic; 2011-03-22 at 07:46 PM.
    Quote Originally Posted by Tychris1 View Post
    Pokonic look what you have done! You fool, you`ve doomed us all!
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  24. - Top - End - #24
    Barbarian in the Playground
     
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Togepi! Do his evolutions if you want, but at least just him...
    Quote Originally Posted by Fredaintdead View Post
    *high fives*
    Someone get this man a medal, because he either reads my posts or my mind.

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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    My friends, you are forgetting something!

    Legendary Pokemon are more awesome than normals.

    And the FIRST truely overly powerful one is more so.

    So, I hereby request Mewtwo.


    And the other two awesome non-legend lines- Drilbur and Gible.
    Last edited by The-Mage-King; 2011-03-22 at 08:57 PM.
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  26. - Top - End - #26
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Eeveelutions

    Eevee
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    Tiny Magical Beast
    Hit Dice: 1/2d10 (2 hp)
    Initiative: +3
    Speed: 30-ft
    Armor Class: 17 (+2 size, +3 Dex, +2 natural), t 15, FF 14
    BAB/Grp: +0/-10
    Attack: Bite +5 melee (1d3-2)
    Full Attack: Bite +5 melee (1d3-2)
    Face/Reach: 2 1/2-ft/0-ft
    Special Attacks: -
    Special Qualities: Scent, Tender Love
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 6, Dex 17, Con 11, Int 6, Wis 12, Cha 10
    Skills: Listen +5, Move Silently +7, Spot +5
    Feats: Weapon FinesseB, Alertness
    Environment: Temperate and Warm Plains
    Organization: Solitary, or pair
    CR: 1/4.
    Alignment: Always Neutral Good
    Treasure: None.
    Advancement: 1-2 HD (Tiny), 3-8 HD (Small).
    LA: -

    Eevees do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with eevees as well.
    Combat: Eevees prefer to avoid combat when possible, but when pressed attack with their teeth.
    Tender Love (Su): An eevee will naturally nuzzle a loved one that is injured. This functions as a heal check to stabilize a dying companion or to aid in natural healing and requires the same time and actions but is automatically successful.
    Skills: Eevees gain a +4 racial bonus on Move Silently.

    Eevees as familiars: An eevee may be selected as a familiar. It grants its master a +3 bonus to Heal checks.


    Umbreon
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    Small Magical Beast
    Hit Dice: 3d10+9 (25 hp)
    Initiative: +2
    Speed: 30-ft
    Armor Class: 17 (+1 size, +2 Dex, +4 natural), t 13, FF 15
    BAB/Grp: +3/-1
    Attack: Bite +6 melee (1d4)
    Full Attack: Bite +6 melee (1d4)
    Face/Reach: 5-ft/5-ft
    Special Attacks: -
    Special Qualities: Scent, Mind Shielding
    Saves: Fort +6, Ref +5, Will +6
    Abilities: Str 10, Dex 15, Con 17, Int 6, Wis 21, Cha 14
    Skills: Hide +12, Listen +10, Move Silently +8, Spot +10
    Feats: Weapon FinesseB, Alertness, Stealthy
    Environment: Temperate and Warm Plains
    Organization: Solitary, or pair
    CR: 1.
    Alignment: Always Neutral Good
    Treasure: None.
    Advancement: 4-5 HD (Small), 6-9 HD (Medium).
    LA: -

    Umbreons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with umbreons as well.
    Combat: Umbreons prefer to avoid combat when possible using their stealth to avoid being noticed. When pressed attack with their teeth and natural invisibility power.
    Mind-Shielding (Su): An umbreon is continuously protected by a Mind-Blank effect. As a supernatural ability this cannot be dispelled.
    Skills: Umbreons gain a +4 racial bonus on Hide and Move Silently.

    Umbreons as familiars: An umbreon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master a +2 on Will saves versus mind-affecting effects.


    Espeon
    Spoiler
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    Small Magical Beast (Psionic)
    Hit Dice: 3d10+3 (19 hp)
    Initiative: +3
    Speed: 30-ft
    Armor Class: 17 (+1 size, +3 Dex, +3 natural), t 14, FF 14
    BAB/Grp: +3/+0
    Attack: Bite +7 melee (1d4+1) or Psibeam +7 ranged touch (1d6 and see below)
    Full Attack: Bite +7 melee (1d4+1) or Psi-beam +7 ranged touch (1d6 and see below)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Psi-beam
    Special Qualities: Scent, Naturally Psionic
    Saves: Fort +4, Ref +6, Will +3
    Abilities: Str 12, Dex 17, Con 13, Int 6, Wis 15, Cha 20
    Skills: Listen +7, Move Silently +7, Spot +7
    Feats: Weapon FinesseB, Alertness, Ability Focus (Psi-beam)
    Environment: Temperate and Warm Plains
    Organization: Solitary, or pair
    CR: 1.
    Alignment: Always Neutral Good
    Treasure: None.
    Advancement: 4-5 HD (Small), 6-9 HD (Medium).
    LA: -

    Espeons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with espeons as well.
    Combat: When pressed an espeon prefers to attack with bolts of mental energy over directly fighting with its teeth. Against mentally resilient foes they will use their bite attack if they are unable to run.
    Psi-beam (Su): An espeon may release a beam of mental energy dealing 1d6 damage and 1d4 Wisdom damage. A successful Will save (DC 20, the DC is Charisma based) negates the Wisdom damage. This is a ranged touch attack with a range of 60-ft.
    Naturally Psionic: An espeon gains 3 bonus power points.
    Skills: An espeon gains a +4 bonus to Move Silently checks.
    Espeons as familiars: An espeon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master a +1 to the DC of Enchantment (Compulsion) spells they cast.


    Jolteon
    Spoiler
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    Small Magical Beast
    Hit Dice: 3d10+3 (19 hp)
    Initiative: +3
    Speed: 50-ft
    Armor Class: 18 (+1 size, +5 Dex, +2 natural), t 16, FF 13
    BAB/Grp: +3/+0
    Attack: Bite +8 melee (1d4+1) or Electric Bolt +8 ranged touch (2d6)
    Full Attack: Bite +7 melee (1d4+1) or Electric Bolt +8 ranged touch (2d6)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Electric Bolt
    Special Qualities: Scent, Electricity Immunity, Electricity Healing
    Saves: Fort +4, Ref +8, Will +5
    Abilities: Str 12, Dex 21, Con 13, Int 6, Wis 15, Cha 16
    Skills: Listen +7, Move Silently +9, Spot +7
    Feats: Weapon FinesseB, Alertness, Iron Will
    Environment: Temperate and Warm Plains
    Organization: Solitary, or pair
    CR: 2.
    Alignment: Always Neutral Good
    Treasure: None.
    Advancement: 4-5 HD (Small), 6-9 HD (Medium).
    LA: -

    Jolteons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with jolteons as well.
    Combat: When startled a jolteon is known to lash out with powerful bolts of electricity. If pressed by an electricity resistant foe with greater speed, a jolteon will use its teeth as a last resort.
    Electric Bolt (Su): A jolteon may release a bolt of electricity dealing 2d6 electric damage. This is a ranged touch attack with a range of 60-ft.
    Skills: A jolteon gains a +4 bonus to Move Silently checks.
    Jolteons as familiars: An jolteon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master a +2 on saves versus effects which deal electricity damage or have the electricity descriptor.


    Flareon
    Spoiler
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    Small Magical Beast (Fire)
    Hit Dice: 3d10+3 (19 hp)
    Initiative: +3
    Speed: 30-ft
    Armor Class: 15 (+1 size, +2 Dex, +2 natural), t 13, FF 13
    BAB/Grp: +3/+4
    Attack: Bite +10 melee (1d4+7 +1d6 fire)
    Full Attack: Bite +10 melee (1d4+7 +1d6 fire)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Fire Fang
    Special Qualities: Scent, Fire Immunity, Fiery Power, Cold Vulnerability
    Saves: Fort +4, Ref +5, Will +4
    Abilities: Str 20, Dex 15, Con 13, Int 6, Wis 16, Cha 15
    Skills: Listen +8, Move Silently +6, Spot +8
    Feats: Weapon FinesseB, Alertness, Weapon Focus (Bite)
    Environment: Temperate and Warm Plains
    Organization: Solitary, or pair
    CR: 2.
    Alignment: Always Neutral Good
    Treasure: None.
    Advancement: 4-5 HD (Small), 6-9 HD (Medium).
    LA: -

    Flareons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with flareons as well.
    Combat: When threatened a flareon attacks foes with dangerous flaming fangs, rending and tearing at the flesh.
    Fire Fang (Su): A flareon’s bite attack deals an extra 1d6 fire damage.
    Fiery Power (Su): When a flareon would take 10 or more points of fire damage it instead gains a +4 bonus to Str for 1 minute.
    Skills: A Flareon gains a +4 bonus to Move Silently checks.
    Flareons as familiars: An flareon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master a +2 on saves versus effects which deal fire damage or have the fire descriptor.


    Vaporeon
    Spoiler
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    Small Magical Beast (Water)
    Hit Dice: 3d10+18 (34 hp)
    Initiative: +2
    Speed: 30-ft, swim 50-ft
    Armor Class: 15 (+1 size, +2 Dex, +2 natural), t 13, FF 13
    BAB/Grp: +3/+0
    Attack: Bite +6 melee (1d4+1)
    Full Attack: Bite +6 melee (1d4+1)
    Face/Reach: 5-ft/5-ft
    Special Attacks: -
    Special Qualities: Scent, Water Healing, Acid Armor, Water Breathing, Electric Vulnerability
    Saves: Fort +8, Ref +5, Will +3
    Abilities: Str 13, Dex 15, Con 21, Int 6, Wis 15, Cha 16
    Skills: Listen +7, Move Silently +6, Spot +7, Swim +9
    Feats: Weapon FinesseB, Alertness, Improved Toughness
    Environment: Temperate and Warm Aquatic
    Organization: Solitary, or pair
    CR: 1.
    Alignment: Always Neutral Good
    Treasure: None.
    Advancement: 4-5 HD (Small), 6-9 HD (Medium).
    LA: -

    Vaporeons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with vaporeons as well.
    Combat: A vaporeon prefers to only fight in the water where it can take advantage of its water healing. It will use Acid Armor to increase its defense to give it time to heal, and if truly hard pressed will use all three daily uses to become near invulnerable for several rounds.
    Water Healing (Su): A vaporeon gains fast healing 5 as long as it is in contact with water.
    Acid Armor (Su): 3 times per day a vaporeon may coat itself in an armor of hardened slime granting it a +3 enhancement bonus to AC and DR 3/-. Doing this is a swift action, and lasts for Con modifier rounds. If it uses this ability again while a previous use is still active it instead increases the enhancement bonus and DR granted by the previous ability and resets the duration.
    Skills: A vaporeon gains a +4 bonus to Move Silently checks. A vaporeons swim speed gives it a +8 on Swim checks.
    Vaporeons as familiars: An vaporeon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master an increase in effectiveness of spells that grant natural armor; whenever a vaporeon’s master casts a spell that gives an enhancement bonus to natural armor that enhancement bonus is increased by 1.


    Leafeon
    Spoiler
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    Small Magical Beast (Wood)
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +4
    Speed: 30-ft
    Armor Class: 20 (+1 size, +4 Dex, +5 natural), t 15, FF 16
    BAB/Grp: +3/+2
    Attack: Leaf-blade +8 melee (1d6+4; 18-20/x3)
    Full Attack: Leaf-blade +8 melee (1d6+4; 18-20/x3)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Leaf-Blade
    Special Qualities: Scent, Fire Vulnerability, Photosynthesis
    Saves: Fort +5*, Ref +7, Will +4
    Abilities: Str 17, Dex 19, Con 15, Int 6, Wis 13, Cha 12
    Skills: Hide +8*, Listen +6, Move Silently +8, Spot +6
    Feats: Weapon FinesseB, Alertness, Iron Will
    Environment: Temperate and Warm Forests
    Organization: Solitary, or pair
    CR: 2.
    Alignment: Always Neutral Good
    Treasure: None.
    Advancement: 4-5 HD (Small), 6-9 HD (Medium).
    LA: -

    Leafeons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with leafeons as well.
    Combat: Leafeons see no reason to fight any creature. If harshly pressed they will lash out with their leaf-blade using it to cut through foes.
    Leaf-Blade: A leafeon has a razor sharp, and steel-hard, leaf-like blade upon its head. This blade has a 18-20/x3 critical.
    Photosynthesis (Ex): A leafeon does not need to eat, instead it simply needs at least 2 hours in direct sunlight each day and requires 4 times the usual amount of water for a creature of its size. A leafeon gets a +2 on Fort saves while in direct sunlight.
    Skills: A leafeon gains a +4 bonus to Move Silently checks. A leafeon gains a +4 bonus to Hide checks in forests.
    Leafeons as familiars: A eon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master the ability to score critical hits against creatures of the plant type.


    Glaceon
    Spoiler
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    Small Magical Beast (Cold)
    Hit Dice: 3d10+6 (22 hp)
    Initiative: +3
    Speed: 30-ft
    Armor Class: 18 (+1 size, +2 Dex, +5 natural), t 13, FF 16
    BAB/Grp: +3/+0
    Attack: Bite +6 melee (1d4+1) or Ice Shards +6 ranged (1d6+2 slashing and 1d6 cold)
    Full Attack: Bite +6 melee (1d4+1) or Ice Shards +6 ranged touch (1d6+2 slashing and 1d6 cold)
    Face/Reach: 5-ft/5-ft
    Special Attacks: Ice shards
    Special Qualities: Scent, Cold Immunity, Fire Vulnerability
    Saves: Fort +5, Ref +5, Will +3
    Abilities: Str 12, Dex 15, Con 15, Int 6, Wis 15, Cha 20
    Skills: Hide +10*, Listen +7, Move Silently +6, Spot +7
    Feats: Weapon FinesseB, Alertness, Weapon Focus (ice shards)
    Environment: Cold Plains
    Organization: Solitary, or pair
    CR: 2.
    Alignment: Always Neutral Good
    Treasure: None.
    Advancement: 4-5 HD (Small), 6-9 HD (Medium).
    LA: -
    Glaceons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with glaceons as well.
    Combat: Glaceons prefer to avoid creatures entirely, hostile or not. When spotted by a hostile force they lash out with their ice shards. When spotted by a friendly creature they simply run.
    Ice Shard (Su): A glaceon can create and launch shards of ice. These are ranged attacks with a range increment of 30-ft and can be used at up to 5 range increments. They deal 1d6 + Con slashing damage and 1d6 cold damage.
    Skills: A Glaceon gains a +4 bonus to Hide and Move Silently checks. When in snow their bonus to Hide increases to +8.
    Glaceons as familiars: An glaceon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master a +2 on saves versus effects which deal cold damage or have the cold descriptor.


    Evolution:
    Spoiler
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    The exact process which changes an eevee into one of its several evolutionary forms is unclear. It would seem that simply being happy enough will cause it to transform into either an umbreon or an espeon. Exposure to a source of fire, lightning, or water magic can cause the transformation into flareon, jolteon, and vaporeon respectively. Leafeons seem to develop in druidic woods, adapting to the strong flow of magic there. Finally glaceons crop up around sights strong in ice magic, the magic powers warping them into their new forms.
    .
    Last edited by Zaydos; 2011-03-23 at 10:35 AM.
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  27. - Top - End - #27
    Titan in the Playground
     
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Zaydos, you need a simpler way to do this. Do it like Mystery Dungeon. Don't make all lines available. Have like 30 (max (I suggest one of each type at least)), do everyone else as villains, and maybe a few more as playable upon request.
    Quote Originally Posted by Dragonprime View Post
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  28. - Top - End - #28
    Troll in the Playground
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    ... But mystery dungeon lets you recruit every single pokemon.

  29. - Top - End - #29
    Titan in the Playground
     
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Quote Originally Posted by NineThePuma View Post
    ... But mystery dungeon lets you recruit every single pokemon.
    Can't start as them. Got to work your way up. Most projects like these, regrettably, fail. I think Zaydos needs to pace himself.
    Quote Originally Posted by Dragonprime View Post
    AT, I esteem you above all other men now.

  30. - Top - End - #30
    Troll in the Playground
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    Default Re: Zaydos's Attempt at Making Pokemon (3.X)

    Quote Originally Posted by AtlanteanTroll View Post
    Zaydos, you need a simpler way to do this. Do it like Mystery Dungeon. Don't make all lines available. Have like 30 (max (I suggest one of each type at least)), do everyone else as villains, and maybe a few more as playable upon request.
    In 3.5 all creatures are statted the same way... There's no difference between antagonist and protagonist.
    Are any of my tables still broken?
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