And on that note: I am actually SisterAcacia on there. Thank you Mr. Mod :)
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Darumaka
Small Magical Beast
14 14 12 4 6 6
Hit Dice: 3d10+3 (19 HP)
Speed: 30'
Initiative: +2
BAB/Grab: +3/+1
Full Attack: 2 Slams +6 (1d8+2 plus 1d3 Fire)
Fort +4 Ref +5 Will -1
AC 16 (+1 size +2 dex +3 natural)
flat 14 touch 13
Skills: Intimidate +4
Feats: Improved Natural Attack: Slam, Two-Weapon Fighting
Special Attacks: Fire Punch
Special Qualities: Fire Pokemon Traits
Advancement: 4-5 HD (Small), 6-8 HD (Medium), Evolves to Darmanitan
Fire Punch (Su): Darumaka's Slam attacks deal +1d3 Fire damage each, and any target that takes Fire Damage from a Slam (after subtracting Resistance) must pass a Reflex Save (Strength-based) or catch fire. The sample Darumaka has a Save DC of 13. Fire Punch is a [Fire] effect, but the Slam is not.
Note: if using Tome Rules, keep the two feats but note that Darumaka gains the extra Attack of Opportunity due to Two Weapon Fighting. If not using the Pokemon Types, just give Darumaka the [Fire] Subtype and call it a day.
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Damanitan
Medium Magical Beast
30 18 16 4 6 6
Hit Dice: 9d10+27 (76 HP)
Speed: 60'
Initiative: +4
BAB/Grab: +9/+19
Full Attack: 2 Slams +20 (2d6+10 plus 1d4 Fire)
Fort +9 Ref +12 Will +1
AC 23 (+4 dex +9 natural)
flat 19 touch 14
Skills: Intimidate +10
Feats: Improved Natural Attack: Slam, Two-Weapon Fighting, Weapon Focus: Slam, Lightning Reflexes
Special Attacks: Fire Punch, Spell-Like Abilities (Zen Mode Only), Heatwave (Zen Mode Only)
Special Qualities: Fire Pokemon Traits, Zen Mode
Advancement: 10-12 HD (Medium), 13-20 HD (Large)
Fire Punch (Su): Darmanitan's Slam attacks deal +1d4 Fire damage each, and any target that takes Fire Damage from a Slam (after subtracting Resistance) must pass a Reflex Save (Strength-based) or catch fire. The sample Darmanitan has a DC of 24, or 11 in Zen Mode. Fire Punch is a [Fire] effect, but the basic Slam is not.
Zen Mode (Ex): when sufficiently injured, Darmanitan undergoes a bizarre change, entering a trance. When at or below half of its maximum hit points (counting Temporary Hit Points against this - if at 38/76 HP, it will only enter Zen Mode if it has no Temporary HP), it takes a -25 Penalty to Strength. It also decreases the size of its Slams by three categories (reducing them to +7 to hit for 1d4-3 plus 1d4 Fire and its Grapple bonus to +6). However, it gains a +25 Enhancement Bonus to Intelligence, Wisdom and Charisma, may add its (new) Charisma Bonus as a Deflection Bonus to Armour Class (+10, so AC 33, flat 29, touch 24) and Resistance Bonus to Saving Throws (+19 +22 +23), and may use its Spell-Like Abilities and Heatwave. Finally, it gains the Special Ability of Psychic Pokemon Traits. Zen Mode ends the instant its Hit Points return above half the maximum.
Spell-Like Abilities (Sp): 1/day in Zen Mode only - Overwhelm, Mass Sunstroke; at will in Zen Mode only - Scorching Ray, Heat Metal. Overwhelm is a [Psychic] effect, the others are [Fire] effects.
Heatwave (Su): when in Zen Mode, Darmanitan can unleash a massive blast of heat once per two rounds. This is a fiery emanation radiating 30' from it, dealing 1d8 Fire damage per HD to all in the area with a Fortitude Save for half (Charisma-based). Those who fail the save also become Fatigued. The sample Darmanitan (in Zen Mode) deals 9d8 damage with a Save DC of 24. This is a [Fire] effect.
Note: if using Tome Rules, Two Weapon Fighting and Lightning Reflexes use the upgraded forms and thus offer additional abilities. Replace Weapon Focus with Combat School or Juggernaut in this instance. If you are not using the Pokemon Type rules, just give Darmanitan the [Fire] Subtype and, when in Zen Mode, the [Psionic] Subtype, and call it a day.
Additional Hit Dice:
Darmanitan gains an extra point of Natural Armour per Hit Die. Every 3 Hit Dice, its Strength increases by +2, however in Zen Mode the Penalty increases by 2 and the Bonus to Intelligence, Wisdom and Charisma increases by 2.
At 12 HD, Darmanitan can cast Mass Sunstroke and Overwhelm twice each per day in Zen Mode, and gains Powerful Build when not in Zen Mode.
At 14 HD, it may cast them three times per day in Zen Mode.
At 16 HD, it may cast Parboil and Firestorm three times each per day in Zen Mode. These are [Fire] abilities.
At 18 HD, it may cast all of the above at will in Zen Mode.
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Pokemon Traits by Type:
Ghost Type Pokemon are all Incorporeal, however their own attacks are all made as though with Ghost Touch Weapons. Their Natural Weapons are, however, of the [Ghost] Type, so Normal Type Pokemon are completely immune. Using the Pokemon Type rules, many things can actually affect them that could not in normal D&D, but you should probably apply a 50% Miss Chance so as to make Ghost Touch Weapons useful. Basically if it isn't specifically Dark or Ghost (or from an Incorporeal source) then it needs the Ghost Touch property (or similar) to not get the miss chance, but shit like "waving a torch" still has the capacity to hit at all. Unless their description states something specific regarding this, Ghosts can be Turned or Rebuked as though Undead, but they may treat their Charisma modifier (if positive) as Turn Resistance.
The following deal Double Damage: Dark, Ghost
Immune to: Normal, Fighting
The following deal Half Damage: Poison, Bug
Fire Pokemon Traits:
All Fire Pokemon radiate greater heat than normal for most creatures. They are effectively immune to mundane environmental heat and cold, and radiate sufficient heat that other creatures within 10' are also unaffected by environmental cold.
Immune to: Fatigue from heat, damage from being set on fire, the Burned condition.
The following deal Half Damage: Bug, Steel, Fire, Ice
The following deal Double Damage: Ground, Rock, Water
Electric Pokemon Traits:
All Electric Pokemon can generate usable electric power. Fine sized Pokemon generate sufficient power to run small hand held devices essentially perpetually. Diminutive Pokemon can power a number of light bulbs equal to their HD. Tiny Pokemon can power electronic and electrical devices of roughly equal size for a number of hours equal to their HD. Small Pokemon can run computers and televisions at the same rate, and medium and larger pokemon can power truly ridiculous sized electronics. This is assuming proper energy harnessing equipment, though handing your pikachu a power cord will basically work.
The following deal Half Damage: Flying, Steel, Electric
The following deal Double Damage: Ground
Bug Pokemon Traits:
All Bug Pokemon have a basic mundane utility depending on the bug they resemble. Spider-like pokemon can produce 1 lb of silk per HD per day, serviceable as rope or for making cloth items. Bee-, Moth-, or Butterfly-like pokemon can pollinate plants and collect nectar, producing 1 gallon per HD per day if allowed to roam and do so for 8 hours. Figure your own shit out for others if it isn't stated outright.
The following deal Half Damage: Fighting, Ground, Grass
The following deal Double Damage: Flying, Rock, Fire
Ice Pokemon Traits:
Ice Type Pokemon are immune to damage or fatigue from cold weather - including hail and blizzards. They can also see through hail, snow and mist (but not steam) just fine. They cannot be frozen solid and are immune to Dexterity damage. They also don't suffer Frostburn damage.
The following deal Double Damage: Fire, Fighting, Rock, Steel
The following deal Half Damage: Ice
Normal Pokemon Traits:
Normal Type Pokemon are just that: Normal. Not that they lack Supernatural abilities or anything, they're just creatures of the Prime.
The following deal Double Damage: Fighting
Immune to: Ghost
Fighting Pokemon Traits:
Fighting Type Pokemon are typically martial artists. Because of this, if they take levels in Monk, they can add their racial hit dice to their Monk Level for the purpose of figuring out what types of Fighting Styles they may take. Also, their natural weapons can score critical hits against Constructs, Objects, Fortified foes and Corporeal Undead. Their natural weapons are all [Fighting] effects.
The following deal Double Damage: Flying, Psychic
The following deal Half Damage: Bug, Rock, Dark
Rock Pokemon Traits:
Rock Type Pokemon are pretty much made of stone. They all have Tremorsense out to 30 feet, and are Immune to Critical Hits from anything that does not deal double damage. Their natural weapons are all [Rock] effects.
The following deal Double Damage: Ground, Steel, Fighting, Water, Grass
The following deal Half Damage: Normal, Fire, Poison, Flying
Flying Pokemon Traits:
All Flying Type Pokemon have a Fly Speed - if not included in the profile, it is 20' (Good) for Tiny or smaller Pokemon, 30' (Good) for Small to Large Pokemon, 40' (Average) for Huge or Gargantuan Pokemon or 60' (Clumsy) for anything bigger. Flying Type Pokemon usually fly, which puts them out of range for many attacks, but if they stand on the ground, an earthquake can still hurt them, and if you can throw mud into their face, it still has an actual effect. Their natural weapons are all [Flying] effects when they are actually flying.
The following deal Double Damage: Electric, Ice, Rock
The following deal Half Damage: Ground, Grass, Fighting, Bug
Water Pokemon Traits:
All Water Type Pokemon have a Swim Speed - if it isn't included in their profile, it's equal to their Land Speed. Water Type Pokemon also don't drown in water. They can't be set on fire or Burned, and their touch can douse any flame at least two size categories smaller than they are.
The following deal Double Damage: Electric, Grass
The following deal Half Damage: Fire, Water, Ice, Steel
Grass Pokemon Traits:
All Plant Type Pokemon are more-or-less plants. They are treated as Plant creatures by spells that specially effect Plant creatures, and they are never hindered by natural plants.
The following deal Double Damage: Fire, Ice, Poison, Flying, Bug
The following deal Half Damage: Water, Electric, Grass, Ground
Dark Pokemon Traits:
Dark Pokemon are attuned to the Plane of Shadow, the Negative Energy Plane, or the Lower Planes. It sort of depends. They are innately anti-magical and anti-psychic by nature, and almost all of them tend towards the sneaky, mean and evil. They are all immune to [Mind Affecting] effects, and can see through any darkness, even magical.
The following deal Double Damage: Bug, Fighting
The following deal Half Damage: Dark, Ghost
Immune to: Psychic
Steel Pokemon Traits:
Steel Type Pokemon are made of metal and are magnetic. They do not suffer Critical Hits from anything that doesn't deal Double Damage, due to being massive lumps of metal that is hard to find weaknesses in. Rust effects deal 1d6 Acid damage per hit die to them and leave them Slowed for one minute. Their natural weapons are all [Steel] effects.
The following deal Double Damage: Fire, Fighting, Ground
The following deal Half Damage: Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Ghost, Dragon, Dark, Steel
Immune to: Poison, Disease
Psychic Pokemon Traits:
Psychic Type Pokemon are... psychic. They have the [Psionic] Subtype, can hold a Psionic Focus, and can take [Psionic] Feats if they want.
The following deal Double Damage: Dark, Ghost, Bug
The following deal Half Damage: Psychic, Fighting
Dragon Pokemon Traits:
Dragon Type Pokemon are - get this - dragons! Woah, holy shit! Yeah. They count as creatures of the Dragon Type (even if they're actually Magical Beasts or something) for the purpose of being affected by things that target Dragons in special ways.
The following deal Double Damage: Ice, Dragon
The following deal Half Damage: Fire, Water, Electric, Grass
Ground Pokemon traits:
Ground Type Pokemon all have a Burrow Speed. If not listed in the specific entry, it is equal to half their base Movement Speed. They also have Darkvision 60', Low Light Vision and 30' Tremorsense.
The following deal Double Damage: Water, Grass, Ice
The following deal Half Damage: Rock, Poison
Immune to: Electric
Fire Attacks:
Attacks tagged [Fire] deal double damage to Bug, Steel, Grass and Ice Pokemon. They deal half damage to Rock, Fire, Water and Dragon Pokemon. There is a chance that flammable objects in the area of a fire attack will catch flame and burn - unless noted, unattended objects will catch fire. Many [Fire] attacks will cause creatures to catch fire on a failed Reflex Save or suffer from a Burn on a failed Fortitude Save.
Fighting Attacks:
Attacks tagged [Fighting] deal double damage to Rock, Steel, Ice, Normal and Dark Pokemon. They deal half damage to Flying and Psychic Pokemon. Ghost Pokemon are completely immune. [Fighting] attacks deal full damage to all objects and Constructs, and ignore their Hardness and Damage Reduction - they can also score critical hits against such things (and indeed, every attack against an unattended object is a critical hit).
Psychic Attacks:
Attacks tagged [Psychic] deal double damage to Poison and Fighting Pokemon. They deal half damage to Psychic and Steel Pokemon. Dark Pokemon are completely immune. [Psychic] attacks typically use invisible psychic energy, though when they pick objects up with telekinesis it starts to become obvious, and the eyes glow bright blue when activating (but not sustaining) [Psychic] effects.
Ghost Attacks:
Attacks tagged [Ghost] deal double damage to Ghost and Psychic Pokemon. They deal half damage to Steel and Dark Pokemon. Normal Pokemon are completely immune. [Ghost] attacks utilise eerie darkness, and if used within an area of darkness of shadowy illumination, the attacks are effectively invisible even to those who can see in darkness - there is no visible difference between normal darkness and the shadowy [Ghost] effects.
Ice Attacks:
Attacks tagged [Ice] deal double damage to Plant, Ground, Flying and Dragon Pokemon. They deal half damage to Water, Fire, Ice and Steel Pokemon. [Ice] attacks typically deal Cold damage and often cause Dexterity Damage, Fatigue, Slow or even freeze enemies solid, rendering them Paralysed/Helpless.
Normal Attacks:
Attacks tagged [Normal] deal half damage to Rock and Steel Pokemon, and are ignored completely by Ghost Pokemon.
Burned:
A Burned Pokemon has received horrible burns from a fire attack and takes 1d6 points of fire damage per turn, and its Damage rolls receive a penalty equal to the HD of the Pokemon that inflicted the burn.