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Prak
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Post by Prak »

Since I'd kind of like to play a warlock (ok, I always want to play a warlock...), figured I'd throw this up, see what people (namely the future MC) think.

Diabolic Pokemaniac: Alternate Warlock Feature
1st Level: You gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class. You also gain Train Pokemon. As a consequence, your Eldritch Blast does a number of d6s equal to your level minus two, minimum 1d6.
2nd Level: Your fiendish similarities also make you similar to pokemon (well, and your propensity for firing gallons of water/streams of firing/storms of hail/flurries of razor sharp leaves from nowhere). You may also take [Monstrous] feats you otherwise qualify for.


A pokewarlock should gain something in place of Call Fiend as well, but I'm not sure what. Unless they gain normal pokemon control instead, and every pokewarlock is in fact level 4 or higher.
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Post by Koumei »

I assume you mean Ceilingcat's Spherelock, yeah?

For level 4, maybe change it to the ability to summon a [Dark] Pokemon with the same restrictions. So effectively they own two Pokemon (and tend to have both out at once).

And yeah, if it's "D&D Monsters exist in this", then most fiends happen to be [Dark] type anyway because [Dark] is evil in Pokeland.

I'd also state that Eldritch Blast is a [Fire] effect, and have Dark Blast not alter the damage but just change it to a [Dark] effect when used that way. Replace Hellfire Blast with either Increased Awareness (so you can have clever Pokeymans like everyone else) or "Hellfire Blast: anyone hit must pass a Fort Save or suffer a Burn".

Then on any level where you get a Sphere, you can choose for your Pokemon to have one instead.

---

You may have noted that amongst the 800 new Feats, there are some relating to Contests. I'm going to state for the record that I like Contests. I'll do a basic system for them, but it's going to be like a Skill Challenge system that actually works.

Move Tutor will totally be added as a Prestige Class at some point. And the TM/feat thing might be re-fit into actual movelists that are available. Probably, in fact.
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Post by Prak »

That could indeed work well.

I took a quick look over the feats when they were first up, but I'm guessing you added the contest feats when you added more ACFs. I'll take another look, because while I hate the contest system in the games, the idea itself is kind of cool.
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Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Koumei »

Basically it will consist of 4 "Turns". In each turn:
[*]Everyone rolls 1d20 (unmodified) for turn order (Initiative, if you will)
[*]In order, they declare+use an Ability/Attack and a Skill (the Skill has to be one covered by the Contest type)
[*]There is an arbitrary DC to meet, and if you use the same Ability or Skill twice in a row, you take a penalty. Hit the DC and you get a point. Beat it by 10+ and you get another point.
[*]Some people will have the ability to add more to this and fuck with people.
[*]Tally up the results.
At the end of the last turn, if one person places first, then they win. If there is a tie, you eliminate everyone who isn't tied for first and have Turn 5 (and so on).

As for the DC, it'll be something basic like "Basic ____ Contest: DC 12, Expert ____ Contest: DC 15, Super ____ Contest: DC 20, Perfect ____ Contest: DC 25" or something. Possibly with +1 DC per round, and possibly with "if anyone overshoots and gets the 2 points, next turn's DC increases by a few points because clearly you're that good".

Prizes will include money, ribbons, special Held Items, TMs and so on.

So, note to self:
[*]Flesh that out properly
[*]Oshawat etc.
[*]A few other PrCls
[*]Some notes on updates to older Pokemon to bring them in line with the "lots of options and new moves and stuff" of the ones I did
[*]Movelists for TMs/Extraordinary Training
[*]List D&D Monsters and Types and Evolutions and all that

Edit: ahem...
Image
Last edited by Koumei on Sun Aug 26, 2012 11:56 am, edited 1 time in total.
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Post by Koumei »

D&D Monsters that are basically Pokemon:

Noneogi [Bug]
Neogi [Bug]
Neogempai [Bug]
Workformi [Bug]
Warformi [Bug/Fighting]
Myrformi [Bug/Fighting]
Queenformi [Bug/Psychic]
Ether Scarab [Bug/Ghost]
Phase Wasp [Bug/Ghost]
Ankheg [Bug/Ground]
Phase Spider [Bug/Ghost]
Remorhaz [Bug/Fire]
Umber Hulk [Bug/Psychic]
Sepiahulk [Bug/Psychic]
Inferno Spider [Bug/Fire]
Shadow Spider [Bug/Dark]
Siege Crab [Bug/Water]
Megapede [Bug]
Devestation Beetle [Bug]
Ashrat [Fire]
Firbal [Fire] (Elemental)
Konflagrator [Fire] (Elemental)
Incineron [Fire] (Elemental)
Warmling [Fire/Dragon]
Pyroar [Fire/Dragon]
Dracocaust [Fire/Dragon]
Crimsaur [Fire/Dragon]
Thoqua [Fire/Ground]
Mephit (Fire) [Fire]
Mephit (Steam) [Fire/Water]
Mephit (Magma) [Fire/Rock]
Weird (Fire) [Fire]
Cinderswoop (Firebat) [Fire/Flying]
Flambro [Fire/Fighting]
Salamander [Fire/Fighting]
Fire Toad [Fire/Fighting]
Nightmare [Dark/Fire]
Cauchemare [Dark/Fire]
Effigy [Fire/Ghost]
Pit Fiend [Fire/Dark]
Balor [Fire/Dark]
Solar [Fire/Flying]
Violungus [Grass/Poison]
Topiaguardy [Grass]
Briarvex [Grass]
Tendriculos [Grass]
Dreadblossom [Grass/Dark]
Briarbound [Grass]
Moundling [Grass]
Unbranyan [Grass/Ghost]
Greenvice [Grass/Poison]
Orcwort [Grass/Psychic]
Battlebriar [Grass]
Mu Spore [Grass/Poison]
Dryad [Grass/Psychic]
Lizapper (Shocker Lizard) [Electric]
Purple Worm [Electric]
Xorn [Ground/Steel]
Land Shark [Ground]
Monolith [Ground]
Mephit (Dust) [Ground/Flying]
Mephit (Earth) [Ground]
Mephit (Ooze) [Poison]
Earth Weird [Ground]
Dusti [Ground] (elemental)
Earthlump [Ground] (elemental)
Tecton [Ground/Rock] (elemental)
Bloodhawk [Flying/Fighting]
Worg [Fighting]
Diretoad [Normal/Fighting]
Titantoad [Normal/Fighting]
Formwar [Fighting/Bug]
Marrash [Fighting/Poison]
Swordwraith [Fighting/Ghost]
Hound Archon [Fighting]
Caryatid [Fighting/Rock]
Slaared [Fighting]
Slaablue [Fighting]
Slaareen [Fighting]
Slaay [Fighting/Dark]
Wytslaad [Fighting]
Blakslaad [Fighting]
Kyton [Fighting/Dark]
Erinyes [Fighting/Dark]
Girallon [Fighting/Normal]
Deathknight [Fighting/Ghost]
Nimblewright [Fighting/Steel]
Sphinx [Fighting/Psychic]
Monadeva [Flying/Fighting]
Movadeva [Flying/Fighting]
Astradeva [Flying/Fighting]
Ragewind [Fighting/Ghost]
Marilith [Fighting/Dark]
Marut [Fighting/Steel]
Mephit (Salt) [Rock]
Basilisk [Rock/Poison]
Gorgon [Rock/Poison]
Mephit (Water) [Water]
Water Weird [Water]
Giant Fucking Crab [Water/Ground]
Sirine [Water/Psychic]
Nymph [Water/Psychic]
Dragonturtle [Water/Dragon]
Mephit (Ice) [Ice]
Wintawolf [Ice]
Snowspider [Ice]
Winter Wolf [Ice]
Frostmander [Ice]
Ice Toad [Ice/Fighting]
White Pudding [Ice/Poison]
Frost Worm [Ice]
Snow Weird [Ice/Flying]
Ice Weird [Ice]
Eyeball [Ghost]
Gauth [Ghost]
Beholder [Ghost]
Omniholder [Ghost]
Lantern Archon [Ghost]
Ragamufft [Ghost]
Allip [Ghost]
Skinkite [Ghost]
Charnal Hound [Ghost]
Banshee [Ghost]
Cloaker [Ghost/Flying]
Caper [Ghost/Flying]
Shape of Fire [Ghost/Fire]
Voidshadow [Ghost/Ice]
Ironmaul [Steel]
Rusty [Steel/Rock]
Modron [Steel]
Modrogue [Steel]
Succubus [Dark/Psychic]
Imp [Dark/Poison]
Quasit [Dark/Poison]
Dretch [Dark]
Skereloth [Dark/Bug]
Alkilith [Dark/Poison]
Gelugon [Ice/Dark]
Vrock [Flying/Dark]
Babau [Dark/Fighting]
Shadasp [Dark/Poison]
Moonrat [Dark]
Displeast [Dark/Normal]
Coatl [Psychic/Flying]
Abomity [Psychic/Poison]
Anathety [Psychic/Poison]
Neh Thalgu [Psychic]
Blinkdog [Psychic/Normal]
Gusti [Flying] (elemental)
Cyclonax [Flying] (elemental)
Tempestious [Flying] (elemental)
Asperi [Flying/Normal]
Arrowhawk [Flying/Electric]
Cloud Ray [Flying]
Planetar [Ground/Flying]
Solar [Flying/Fire]
Cockatrice [Flying/Rock]
Chimera [Normal/Dragon]
Hydra [Dragon]
*And several more dragons too, but whatever
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Post by Koumei »

So when I was searching for the thread that had the D&D monsters == Pokemon, I noticed there are a lot of Pokemon-related things on the Den. And only some of those are my fault.

But one that was actually "in D&D" and not "a new game" did raise some points that I'm wondering about - things that wouldn't be too tricky to implement rather than having the massive "It deals 14 damage. Oh wait, you're Dark/Steel, so actually it deals 56 damage. So for your level 4 dude, what's 30 minus 56? trollface.bmp" issue (or indeed the "It deals 14, wait, no, it deals 3 damage. Save for half >:( Goddamn Flying Psychics" issue)
[*]Reducing the number of damage types rather than using the Pokemon one - so Grass attacks typically deal Poison or Physical damage, with Solar Beam, dealing Fire damage, and Normal, Fighting, Rock, Ground, Steel and Dark are usually "Physical" (with Hyper Beam being the same type as most Psychic attacks) and so on.
[*]The Super/Not Very Effective thing only goes up to one level (so Fire does double to Bug, double to Ice, and still just double to Ice Bug)
[*]Instead of affecting damage, just have it be a modifier (+/-4 per degree of effectiveness) to the attack roll or save

Thoughts on implementing any of these?

---

Sableye
Tiny Aberration [Incorporeal]
13 10 12 11 10 13
4d8+4 (22)
Initiative +0
Speed: 20'
BAB/Grab: +3/-4
Attack: Incorporeal Touch +7 (1d2+3 Negative Energy)
AC: 13 (+2 Size +1 Deflection)
flat 13 touch 13
F +2 R +4 W +4
Feats: Skill Focus: Intimidate, Lightning Reflexes
Skills: Intimidate +11, Move Silently +7
Special Attacks: Astonish, Nightshade, Spell-Like Abilities
Special Qualities: Dark Pokemon Traits, Ghost Pokemon Traits, Naturally Invisible
Advancement: 5+ HD (Tiny)

Astonish (Ex): At any point, Sableye may attempt to Intimidate those who are unaware of its presence. It makes a Demoralise attempt, and any who would be affected are Stunned for 1 round and take non-lethal damage equal to Sableye's Charisma Bonus. This is a [Dark] effect. In a Contest, if Sableye uses this and acts first in the round, then as long as it earns a point, it shocks everyone so much that the DC increases by +3 for everyone else for the round.

Nightshade (Su): Sableye's Touch Attack is a [Ghost] effect. The damage is 1d2 + half its Hit Dice, and it has an Enhancement Bonus to Attack and Damage rolls equal to its Charisma Bonus.

Spell-Like Abilities (Sp): at will - Darkness; 1/hour - Utterdark. These are [Dark] effects.

Naturally Invisible (Ex): Sableye is not a naturally visible creature. Only creatures with True Seeing or the ability to See the Invisible can actually see it.

Additional Hit Dice:
Every 2 Hit Dice, increase Strength, Intelligence or Charisma by +1.

At 6 Hit Dice, it learns Knock-Off (Ex): any time it hits a foe with its Touch Attack, the foe must pass a Reflex Save (Strength-Based) or drop whatever they are holding. This is a [Dark] effect.

At 8 Hit Dice, it learns Shadow Sneak (Ex): it may make a 5' Step and Touch Attack as an Immediate Action. In a Contest it goes first if it uses this ability (roll off for multiple "automatically goes first" cases).

At 10 Hit Dice, it learns Punishment (Su): as a [Dark] effect, it may make its Touch Attack against a foe, and if they have any ongoing magic effects on them, it deals an additional 1d6 damage per Caster Level of the highest-CL effect on them. In a Contest, if this is used then anyone in the same round who tries some kind of dirty trick but rolls lower finds it backfiring, and loses a point.

At 12 Hit Dice, it gains a second Touch Attack, they both deal 1 Strength Damage on a successful hit, and have a Threat Range of 18-20.

At 14 Hit Dice it gains additional Spell-Like Abilities: at will - Slashing Darkness, Hungry Darkness (Warlock Invocation); 1/day - Hail of Crystals (Metacreativity Power, Augmented up to its Hit Dice). The former are [Ghost] effects and Hail of Crystals is a [Rock] effect.

At 16 Hit Dice it learns more Spell-Like Abilities: at will - Confusion; 1/hour - Mass Confusion, Insanity. These are [Psychic] effects.

At 18 Hit Dice it learns Foul Play (Su): once per opponent per day, it may use an Immediate Action to make an opposed 1d20+HD+Int check against a foe who is using an attack. If it beats the opponent, they fall for its trick and unleash the attack, spell or effect against themselves, resolving it as normal as though they were the original target. This is a [Dark] effect, although the redirected attack has whatever descriptors it normally has. In a Smart Contest, if this is used, whoever goes next must beat its roll, otherwise they fall flat on their face and lose one point.

At 20 Hit Dice it may cast Wail of the Banshee once per day as a Spell-Like Ability. This is a [Ghost] effect.

Note: if using Tome Feats, replace Skill Focus with Dreadful Demeanour
Last edited by Koumei on Tue Aug 28, 2012 7:34 am, edited 2 times in total.
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Post by ...You Lost Me »

I like the last two, and would be in favor of implementing both of them together. I dislike the first option, though (despite the fact that it's probably the easiest) because then it feels less like pokemon.
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Post by Koumei »

That's fine - and honestly, if we're calling it a Pokemon game, it's pretty easy to convert any other source of damage into a Pokemon one so it's not a big deal.

An added benefit of affecting accuracy and not damage (granted, if it's a natural weapon attack you can totally Power Attack that into more damage) is it affects non-damaging abilities as well. Maybe have a small damage modifier of +/- 1 per HD (if Super Effective, that's per HD of the attacker, if Not Very Effective, that's per HD of the receiver), or maybe not.
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Post by Koumei »

Pokemon Contests

For Pokemon Contests, after registration and everything, the contestants (usually around 4) all gather before the judges. The contest will be in one of the following categories: Beauty, Cool, Cute, Smart, Tough

There are four rounds in a Pokemon Contest. At the beginning of each round, the Turn Order is decided: everyone rolls 1d20 with no modifiers - tied results re-roll. This can then be affected by special abilities.

When it is your turn, you declare what you are doing - you have to utilise one of your abilities and make a Skill check. The ability is basically anything on your sheet that has a Descriptor and can be used - whether it's an attack, a spell-like ability, or curling up defensively. The Skill must be one that is being judged in the contest.

Beauty: Craft (any), Diplomacy, Perform, Ride, Spellcraft, Swim
Cool: Bluff, Escape Artist, Forgery, Jump, Sleight of Hand, Use Magic Device
Cute: Balance, Disguise, Handle Animal, Hide, Move Silently, Tumble
Smart: Appraise, Decipher Script, Gather Information, Knowledge (Any), Profession (Any), Search
Tough: Climb, Concentration, Disable Device, Intimidate, Survival, Use Rope

Different Abilities work better for different Contests:
Move TypeBeautyCoolCuteSmartTough
Normal+0-2+2+0+2
Fighting+0+2-2+0+2
Dark+0+2+0+2-2
Ghost+2+2-2+0+0
Psychic+0+2+0+2-2
Bug+0+2+2-2+0
Poison-2+0+0+2+2
Steel+0-2+0+2+2
Fire+2+2+0-2+0
Water+0-2+2+2+0
Ice+2+2+0+0-2
Grass+2-2+2+0+0
Electric+0+2+0+2-2
Dragon+0+2+0-2+2
Flying+2+0+0+2-2
Ground+0-2+2+0+2
Rock+2+0-2+0+2

If you use the same ability that you used last turn, your Skill check takes a -3 penalty. If you use the same Skill as last turn, it takes a -3 penalty. These both stack.

The DC to meet depends on the "level" of contest and the Round number:
Contest LevelRound 1 DCRound 2 DCRound 3 DCRound 4 DC
Normal12131415
Expert15161718
Super20212223
Perfect30313233

If you reach or exceed the DC with your check, you gain one point. If you manage to beat it by 10 or more (so for a DC of 12, you roll 22 or more) you win a second point but you raise everyone's expectations: the DC (for everyone) increases by +3 for the rest of the Round, and for all of next Round.

This is the basic format - there are Feats and abilities that let people affect this in different ways.

At the end of Turn 4, tally up the scores. If there is a clear winner, the Contest ends and they win. If there is a tie for first place, eliminate the others and then have a fifth Round (same DC as Round 4). Keep going as necessary until there is a winner.

The prize for first place always depends on the location, level of the contest and what day of the week it is. Typically though, there's a cash prize as well as a special item - a held item that can boost stats, a TM, or who knows what? Indeed, as a way of encouraging people to climb up the ranks from one to the next, the ribbons actually make you better at what you just won an award for:

Normal Ribbon: +1 to the Skills of that Contest Type
Expert Ribbon: +2 to the Skills of that Contest Type
Super Ribbon: +4 to the Skills of that Contest Type
Perfect Ribbon: ??? (You'll need to find out!)
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Post by Koumei »

Okay, so I was making a database to store the moves in (so we don't have like seven different types of Shadow Ball), then to link them to movelists (using the old project), and then have a simple case where a Pokemon has a couple of Innates (so that Heatmore and Lickitung get Lick despite not having any Ghost Movelists) and then access to Lists (scaling like Spheres, so it's really easy to give them a progression).

Along with putting the actual 'mon in them.

But openoffice has crashed, in such a delightful way that now it wants to open it as a blank "Write" document not a Database. So instead, fuck that, we're getting long lists and seven different types of Shadow Ball and there are no more TMs or the Extraordinary Training feat: you get what you're fucking given.

And whoever it was that convinced me to download Open "Let's use Java, that's a fucking stable platform!" Office in the first place to look at a spreadsheet: go slam your genitals in a car door.
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Post by Prak »

I'm sorry Koumei. I know that pain.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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Post by Koumei »

It's what I get for using a fucking Java product, or indeed for using freeware instead of just pirating MS Office like everyone else.

If I had my druthers, everyone who used Java to program stuff would be out of a job.

But yeah, the new way it goes is "Stuff will be typed up as they become relevant, no sooner, no you cannot get Stone Edge on your Fire Bird Thing despite it happening all the time in the video game, and yeah, if you have Nightshade, you'll have to note down what your creature's Nightshade does because it won't be the same as any other creature's Nightshade. Hi, 4E!"
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Post by Surgo »

Koumei: Send me the file, I'll see if I can recover it for you. Because TMs are important. morgon DOT kanter AT gmail
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Post by Koumei »

I'll send it when I get home this afternoon. I do like the format I had for the forms - a real simple layout for Pokemon (Name, Pokemon Types, Hit Die Type, Starting/Typical Level, Advancement, Ability Scores, Typical Feats, Typical Skills, Size, Movement, AC Mods, Innate Abilities/Attacks, Move Lists, Items, Misc), likewise moves were just Name, Type, Limit, Activation (the action cost), Duration, Range, Battle Effect, Contest Effect, Lists/Level.

So you'd have:
Sableye
Ghost/Dark
Aberration
13 10 12 11 10 13
Tiny
Level 4
20' Incorporeal Movement
Innate: Natural Invisibility, Darkness @will, Utterdark 1/hour
Move Lists: Spooky, Bully, Confuser (or whatever it was)
Skills: Intimidate, Move Silently
Feats: Skill Focus: Intimidate, Lightning Reflexes
+2 Size +Cha Deflection
Advance: 5+ HD (Tiny), +1 Str or Int or Cha per 2 HD
And then you'd look on the Spooky list for instance, and find Astonish, go look that up as a move and see:
Astonish
Dark
Spooky 3 whatever 5 whatever 1
Action: as Intimidate
Range: as Intimidate
Duration: Instant/1 round
Battle: successful Demoralise on unaware target: Stun 1 round, non-lethal damage == Cha mod
Contest: If acting first and gaining a point, DC is at +3 for rest of round
And every creature with Astonish would effectively link to the same ability. I don't know how to actually link things so you can click on "Spooky" under the Pokemon's lists, then click on "Astonish" in the move list though.
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Post by Koumei »

Okay, I couldn't attach it: apparently it's 0b, so it seriously got reduced to nothingness.

New rule: any time anybody ever recommends Java or a Java app, you are morally obliged to kick them in the throat.
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Post by Surgo »

There's a chance you might be able to find the file in the backup directory. In Old Windows it was:

C:\Documents and settings\yourusername\Application data\OpenOffice.org2\user\backup

In New Windows, I'm not sure but it would probably be somewhere around:

C:\Users\yourusername\etc.

You can do a search for "OpenOffice.org" as well, that might find it.

Hopefully this helps! Yeah OpenOffice does suck.
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Post by Prak »

I've never really had many issues with it outside of my smartphone's office suite not being able to read the file types.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Koumei »

As someone has chosen Croagunk, I'll update it.

Croagunk (CR 4)
Small Magical Beast [Aquatic]
14 15 12 11 14 11
4d10+4 (24 HP)
Initiative +2
Speed: 30' Swim 20'
BAB/Grab: +4/+2
Attack: 2 Slams +7 melee (1d6+2) and Snap Kick +5 melee (1d4+1)
AC: 15 (+1 size, +2 Dex, +2 natural)
touch 13, flat-footed 13
F +5 R +6 W +3
Feats: Improved Grapple (B), Power Attack, Snap Kick
Skills: Swim +17, Tumble +9
Special Attacks: Poison, Hurl Mud, Fighting Style, Egg Move
Special Qualities: Poison Pokemon Traits, Fighting Pokemon Traits, Amphibious, Anticipate
Advancement: 5-6 HD (Small), 7-9 HD (Medium), evolves into Toxicroak at 10 HD

Natural Weapons: Croagunk's natural weapons are [Fighting] effects when not altered by other abilities.

Amphibious (Ex): Croagunk can breathe both air and water.

Poison (Ex): As a standard action, Croagunk may spit a gob of poison out to 20 feet. If it hits with a ranged touch attack, the target must save against poison (Constitution-based with a +2 racial bonus) and deals 1d6 Con damage as primary and secondary damage. This is a [Poison] effect. The sample Croagunk has a DC of 15. When using this in a Tough Contest, target someone who acts after you and is not immune to Poison. They cannot gain more than one point on that Round.

Hurl Mud (Ex): As a move action, Croagunk can hurl a handful of mud (providing the ground is muddy) as a 20 foot ranged touch attack. If it hits, the foe is Blinded for one round. This is a [Ground] effect. If using this in a [Beauty] Contest, designate a target who acts after you. They suffer a -4 penalty.

Fighting Style (Ex): Croagunk has one Monk Fighting Style.

Egg Move (Ex): Croagunk can choose one of the following:
[*]Fighting Style: Croagunk gains another Fighting Style. At 10 HD, it also gets a Master Fighting Style, and at 15 HD, it gains a Grand Master Style.
[*]Sneak Attack: Croagunk gains Sneak attack dice as a Rogue of its level, but no other benefits. This only applies to its Slam attacks, nothing else.

Anticipate (Ex): due to Croagunk's sensitivity to psionic strength, any time a [Psychic] or [Psionic] creature is within 100 feet, it subconsciously shivers with anticipation, alerting itself and others.

Note: if using the Tome Feats, replace Power Attack with Blitz or Combat School and Improved Grapple with Juggernaut, and consider replacing Snap Kick with Whirlwind Attack.


Toxicroak (CR 10)
Medium Magical Beast [Aquatic]
18 17 14 13 16 11
10d10+20 (75 HP)
Initiative +3
Speed: 30' Swim 30'
BAB/Grab: +10/+18
Attack: 2 Slams +14 melee (1d8+4) and Snap Kick +12 melee (1d6+2)
AC: 26 (+3 Dex, +4 natural, +9 armor)
touch 22, flat-footed 23
F +5 R +6 W +3
Feats: Improved Grapple (B), Power Attack, Snap Kick, Combat Expertise, Improved Trip
Skills: Swim +25, Tumble +16, Bluff +13
Special Attacks: Poison, Hurl Mud, Fighting Style, Egg Move, Sludge Bomb, Poison Jab
Special Qualities: Poison Pokemon Traits, Fighting Pokemon Traits, Amphibious, Anticipate, Swords Dance, Armoured in Life
Advancement: 11-15 (Medium), 16+ HD (Large)

Natural Weapons: Toxicroak's natural weapons are [Fighting] effects when not altered by other abilities.

Amphibious (Ex): Toxicroak can breathe both air and water.

Poison (Ex): As a standard action, Toxicroak may spit a gob of poison out to 20 feet. If it hits with a ranged touch attack, the target must save against poison (Constitution-based with a +2 racial bonus) and deals 1d6 Con damage as primary and secondary damage. This is a [Poison] effect. The sample Toxicroak has a DC of 19. When using this in a Tough Contest, target someone who acts after you and is not immune to Poison. They cannot gain more than one point on that Round.

Hurl Mud (Ex): As a move action, Toxicroak can hurl a handful of mud (providing the ground is muddy) as a 20 foot ranged touch attack. If it hits, the foe is Blinded for one round. This is a [Ground] effect. If using this in a [Beauty] Contest, designate a target who acts after you. They suffer a -4 penalty.

Fighting Style (Ex): Toxicroak has one Monk Fighting Style.

Egg Move (Ex): Toxicroak can choose one of the following:
[*]Fighting Style: Toxicroak gains another Fighting Style and a Master Fighting Style. At 15 HD, it gains a Grand Master Style.
[*]Sneak Attack: Toxicroak gains Sneak attack dice as a Rogue of its level, but no other benefits. This only applies to its Slam attacks, nothing else.

Anticipate (Ex): due to Toxicroak's sensitivity to psionic strength, any time a [Psychic] or [Psionic] creature is within 100 feet, it subconsciously shivers with anticipation, alerting itself and others.

Armored in Life (Su): Toxicroak has a special Armor bonus whenever it is not using armor or shields that it is not proficient in. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of 4 + ½ Toxicroak’s Hit Dice. If Toxicroak wears armor which it is proficient in (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to its Armored in Life Armor Bonus.

Swords Dance (Ex): As a standard action, Toxicroak can initiate a Swords Dance. This greatly increases its combat power, and for the following three rounds, it strikes as though its fists were one size larger, and with a +4 bonus to Strength. This is a [Fighting] effect, and in Contests, if it works, then on the following Round you gain one more point than you normally would.

Poison Jab (Ex): This sneaky move requires a standard action. Toxicroak spits venom onto its fist, then makes a punch. As the spitting can be a distraction to foes, it can make a free feint attempt, then punch. If it hits, it deals Slam damage plus +2d6 Poison damage and the foe must save against its Poison. The DC is increased by 4 (to 23 for the sample Toxicroak), due to an injury being made so conveniently. This is a [Poison] effect.

Sludge Bomb (Su): Once per 3 rounds, Toxicroak can produce enough acidic sludge to spit up a huge glob. This reaches out to Close Range, dealing 1d6 Poison/Acid damage per hit die to all in a 15' radius Burst with a Reflex Save for half (Constitution-based), and any targets injured must also save against its poison. This is a [Poison] effect. In a Contest, if this move is used first in a round, nobody else is able to use a special ability - they can only use Attack + Skill.

Additional Hit Dice:
Every odd HD, add +1 to Strength or Wisdom. Every even HD, add +1 to Dexterity or Constitution.
At 12 Hit Dice it gains Swagger (Ex): with a Swift Action, Toxicroak may swagger confidently, pissing the enemy off and confusing them. One targeted enemy within Line of Sight must pass a Will Save (Wisdom-based) or be Confused for one minute and also suffer a Rage (as per the spell) for the same duration. The Confusion is different due to the anger: 51-70 results in them attacking the nearest ally. This is a [Dark] effect. In a Tough Contest, this gets +3 to the Skill Check.

At 14 Hit Dice it gains Mud Bomb (Su): with a Standard Action it may rapidly scoop a massive glob of mud, even if none appears to be available, and launch it in an explosive burst. It is hurled out to Medium Range, and erupts in a 20' radius Blast, dealing 1d8 damage per 2 HD to all in the area with a Reflex Save for half (Constitution-based). Those who fail the save are also Blinded for 1d4 rounds. This is a [Ground] attack. In Contests, any [Electric] moves used after it in the same Round lose any special effects unique to those moves.

At 15 Hit Dice, Swagger works on all enemies with Line of Sight, though they may avert their gaze with a successful Reflex Save (same DC) as though it were a Gaze Attack.

At 16 Hit Dice it gains Sucker Punch (Ex): it may make a Slam attack with an Immediate Action against anyone trying to make an attack. This is a [Dark] effect. In a Contest, when whoever was going first announces their move, Toxicroak may jump to the front of the line, automatically going first and using this move. If the Pokemon who is now second was attempting an attack, they suffer a -4 penalty.

At 18 Hit Dice it gains Venoshock (Su): with a Standard Action, the Toxicroak can spit a bolt of magical venom at a foe. This requires a Ranged Touch Attack out to Short Range, and if it hits it deals 3 Acid damage per Hit Die and delivers Toxicroak's Poison. If the foe is already suffering from a Poison (of any kind), it does not apply this poison, instead dealing 6 Acid damage per Hit Die and an additional 2 points of Con damage (no save). This is a [Poison] effect. In a Contest, if someone else uses a [Poison] effect earlier in the Round, Venoshock wins one point more than it usually would.

At 20 Hit Dice, its Poison (in all forms) changes its Primary and Secondary damage to 3d6 Con Damage.

Note: if using the Tome Feats, replace Power Attack with Blitz or Combat School, Improved Grapple with Juggernaut, Combat Expertise with Danger Sense and Improved Trip with Elusive Target, and consider replacing Snap Kick with Whirlwind Attack.
Last edited by Koumei on Mon Sep 03, 2012 8:38 am, edited 1 time in total.
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Post by Koumei »

An update of the Gastly trilogy.

Gastly (CR 4)
Small Aberration [Air]
1 16 10 7 14 17
4d8 (18 HP)
Initiative +3
Fly Speed: 20' (Perfect)
BAB/Grab: +3/+22
Attack: Lick +10 (1d2-2 plus Grapple)
AC: 14 (+1 size, +3 Dex)
touch 14, flat-footed 11
F +1 R +4 W +6
Feats: Weapon Finesse, Dodge
Skills: Escape Artist +50
Special Attacks: Fear, Miasma, Sleep, Ghost Touch, Improved Grab, Nightshade, Egg Move
Special Qualities: Ghost Pokemon Traits, Poison Pokemon Traits, Damage Reduction 10/Ghost Touch, Daylight Vulnerability, Gaseous Form
Advancement: 5-7 HD (Small), evolves into Haunter at 8 HD

Fear (Su): A Gastly can invoke Scare at will, as a Sorcerer of a level equal to its hit dice. This is a [Ghost] effect, and in a Contest, if it is used immediately after a [Psychic] Pokemon wins a point, will steal the point from them. This is on top of any points it wins on its own.

Nightshade (Ex): Gastly's Lick attack is a Magic Weapon with an Enhancement Bonus to attack and damage rolls equal to its Charisma Bonus, and is a [Ghost] effect.

Sleep (Sp): As the spell cast by a Sorcerer with a caster level equal to its hit dice, exept that the maximum hit die affected is its own plus 4. The sample Gastly has a save DC of 14 for its Sleep ability, and a caster level of 4. This is a [Poison] effect.

Miasma (Ex): A Gastly’s gaseous nature makes it terribly effective at cutting off the breath of opponents. A Gastly grapples as if it were Colossal in size, and use its Charisma instead of its Strength while grappling. Creatures grappling with a Gastly cannot breathe air for that duration. See the Dungeon Master’s Guide for rules on suffocation. This is a [Ghost] effect.

Ghost Touch (Su): Gastly are semi-ghostly, and can touch incorporeal things as if they were themselves a ghost touch weapon.

Improved Grab (Ex): A Gastly which successfully hits in melee with its Lick attack can initiate a Grapple as a free action. This Grapple does not provoke an attack of opportunity, and does not require a touch attack.

Damage Reduction (Su): A Gastly’s damage reduction is negated by any Ghost Touch weaponry.

Gaseous Form (Ex): A Gastly is made out of gas, and it can pass through any crack large enough to accomodate air. A Gastly gains a +40 racial bonus on Escape Artist checks.

Daylight Vulnerability (Su): A Gastly is extremely weak in daylight. In the light of the sun (or similar brightness, such as from a daylight spell), a Gastly cannot use its natural Miasma or Damage Reduction abilities.

Egg Move (Su): Gastly hatches knowing one of the two:
[*]Smog: it may cast Stinking Cloud once per hour as a [Poison] effect.
[*]Clear Smog: it may cast Greater Dispel once per hour as a [Poison] effect.
[*]Disable: it may cast Hold Person once per hour as a [Psychic] effect.

Note: if using Tome Feats, replace Dodge with Elusive Target.

---

Haunter (CR 8)
Medium Outsider [Air, Incorporeal]
- 18 10 7 14 23
8d8 (36 HP)
Initiative +4
Fly Speed: 30' (Perfect)
BAB/Grab: +8/+8
Attack: Lick +18 (1d3+6 plus Chills)
AC: 20 (+4 Dex, +6 Deflection)
touch 20, flat-footed 16
F +6 R +10 W +8
Feats: Weapon Finesse (B), Dodge, Mobility, Spring Attack
Skills: Escape Artist +15, Pick Pocket +15, Disable Device +9, Intimidate +17, Listen +13, Spot +13
Special Attacks: Chills, Dreameater, Fear, Sleep, Spectral Force
Special Qualities: Ghost Pokemon Traits, Poison Pokemon Traits, Invisibility, Daylight Vulnerability, Egg Move
Advancement: 9-11 HD (Medium), evolves into Gengar at 12 HD

Fear (Su): A Haunter can invoke fear at will, as a sorcerer of a level equal to its hit dice. The sample Haunter has a save DC of 20 for its Fear ability, and a caster level of 8. This is a [Ghost] effect, and in a Contest, if it is used immediately after a [Psychic] Pokemon wins a point, will steal the point from them. This is on top of any points it wins on its own.

Sleep (Sp): As the spell super sleep (which in turn is as sleep, but 4d6 hit dice affected, no hit die cap, Spell Level 4), as a sorcerer of a caster level equal to its hit dice. At 10 HD it adds another d6 to the HD total, and again at 12 HD. The sample Haunter has a save DC of 20 for its Sleep ability, and a caster level of 8. This is a [Poison] effect.

Dreameater (Su): A Haunter can enter into the dreams of sleeping creatures and strike at them while they are at their most vulnerable. As a standard action, a Haunter can make a coup de grace on a sleeping creature within Close range (25 ft. plus 5 ft. per two HD). This attack inflicts 1d6 per hit die, which can be normal or nonlethal damage. The victim must then make a Fort save (DC 10 + damage inflicted) or instantly die, or be knocked unwakeably unconscious for an hour if the damage inflicted was nonlethal. This ability is a [mind-affecting] [fear] [Psychic] effect. If used after a [Sleep] effect in the same Round of a Contest, it automatically gains one more point than it normally would.

Invisibility (Su): Haunters are always Invisible, as the spell greater invisibility.

Spectral Force (Su): Though Incorporeal, Haunters can affect things in the material plane to a limited degree. A Haunter can exert force on physical objects as if it had a Strength equal to twelve less than its Charisma. The sample Haunter can interact with physical objects as if with a Strength of 11.

Chills (Su): A creature struck by the Haunter's Lick is also affected by a contagion, as cast by a Sorcerer of a caster level equal to the Haunter's Hit Dice. The sample Haunter has a DC of 20 for its Chills.

Daylight Vulnerability (Su): A Haunter is extremely weak in daylight. In the light of the sun (or similar brightness, such as from a daylight spell), a Haunter cannot use its Spectral Force or Invisibility abilities.

Nightshade (Ex): Haunter's Lick attack is a Magic Weapon with an Enhancement Bonus to attack and damage rolls equal to its Charisma Bonus, and is a [Ghost] effect.

Incorporeal Traits: A Haunter can be harmed only by other incorporeal creatures, actually magical weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage or other effect from a corporeal source except for force effects or ghost touch items. A Haunter can pass through solid objects, but not force effects, at will. A Haunter always moves silently and cannot be heard with Listen checks if it doesn't want to be.

Egg Move (Su): Haunter still has one of the following:
[*]Smog: it may cast Stinking Cloud at will as a [Poison] effect.
[*]Clear Smog: it may exhale a 30' Cone of Anti-Magic Field once per hour as a [Poison] effect. It lingers as a barely-visible shroud (no concealment) for 1d4 rounds.
[*]Disable: it may cast Hold Monster at will as a [Psychic] effect.

Note: if using Tome Feats, replace Dodge with Elusive Target, Mobility with Danger Sense and Spring Attack with Whirlwind Attack.

---

Gengar (CR 12)
Medium Outsider [Air, Evil]
17 24 12 15 18 27
12d8+12 (66 HP)
Initiative +7
Speed: 50'
BAB/Grab: +12/+15
Attack: 2 Slams +27 melee (1d6+11)
AC: 25 (+7 Dex, +8 Deflection)
touch 25, flat-footed 18
F +9 R +15 W +12
Feats: Weapon Finesse (B), Dodge, Mobility, Spring Attack, Spell Focus (Enchantment), Spell Focus (Necromancy)
Skills: Concentration +16, Disable Device +17, Escape Artist +15, Hide +22, Intimidate +23, Listen +19, Move Silently +22, Sleight of Hand +22, Spellcraft +17, Spot +19
Special Attacks: Curse, Dreameater, Fear, Nightshade, Sleep, Spells
Special Qualities: Ghost Pokemon Traits, Poison Pokemon Traits, Damage Reduction 15/Ghost Touch, Egg Move
Advancement: 13+ HD (Medium)

Fear (Su): A Gengar can invoke fear at will, as a sorcerer of a level equal to its hit dice. The sample Gengar has a save DC of 24 for its Fear ability, and a caster level of 12. This is a [Ghost] effect, and in a Contest, if it is used immediately after a [Psychic] Pokemon wins a point, will steal the point from them. This is on top of any points it wins on its own.

Sleep (Sp): As the spell super sleep (which in turn is as sleep, but 6d6 hit dice affected, no hit die cap, Spell Level 4), as a sorcerer of a caster level equal to its hit dice. The sample Gengar has a save DC of 24 for its Sleep ability, and a caster level of 12. This is a [Poison] effect.

Dreameater (Su): A Gengar can enter into the dreams of sleeping creatures and strike at them while they are at their most vulnerable. As a standard action, a Gengar can make a coup de grace on a sleeping creature within close range (25 ft. plus 5 ft. per two HD). This attack inflicts 1d6 per hit die, which can be normal or subdual damage. The victim must then make a Fort save (DC 10 + damage inflicted) or instantly die, or be knocked unwakeably unconscious for an hour if the damage inflicted was subdual. This ability is a [mind affecting] [fear] [Psychic] effect. If used after a [Sleep] effect in the same Round of a Contest, it automatically gains one more point than it normally would.

Spells: A Gengar casts spells as an 8th level Sorcerer. In addition to the standard spells known, a Gengar knows all Cleric and Evil domain spells. It can take Attune Sphere feats without actually being exposed to the effects in question. These are all [Ghost] effects, even when you don't think they are.

Curse (Su): As a standard action Gengar can invoke a powerful and deadly curse on living creatures around it. This is very taxing to the Gengar, who takes damage equal to half its normal allotment of hit points. It is even more painful to all other living creatures within a 60 foot burst of the Gengar, who immediately suffer 2d6 of Darkness Damage, and continue to suffer an equal amount of damage every round until the Gengar dies or loses consciousness. The Curse can be ended for a single
individual through the use of remove curse or break enchantment. Dispel magic and similar effects are powerless against the Curse. Once a Curse has been leveled upon an individual, the Gengar can go wherever it wants without breaking the Curse. There is no saving throw against Curse. The sample Gengar takes 33 points of damage in order to use Curse. This is a [Ghost] effect that works just find on Normal Type Pokemon. In a Contest, the Pokemon that acts immediately after Gengar automatically messes up and loses a point, and suffers a climbing penalty thereafter: -2, then -4, then -6 and so on.

Nightshade (Su): A Gengar's slam attack has an Enhancement Bonus equal to its Charisma Bonus. The Gengar can touch and attack incorporeal things as if it itself were Ghost Touch, and its slam attacks bypass all damage reduction. A Gengar gains a deflection bonus to AC equal to its Charisma Bonus. This is a [Ghost] effect.

Egg Move (Su): Gengar still has one of the following:
[*]Smog: Gengar is constantly surrounded by a Stinking Cloud it is personally immune to, whenever it wants to be, as a [Poison] effect.
[*]Clear Smog: it may exhale a 30' Cone of Anti-Magic Field at will as a [Poison] effect. It lingers as a barely-visible shroud (no concealment) for 1d4 rounds.
[*]Disable: it may cast Mass Hold Monster at will as a [Psychic] effect.

Additional Hit Dice:
Every odd Hit Die, increase Charisma by 1.
Every even Hit Die, increase Dexterity by 1.

At 13 Hit Dice, it learns Hex (see all the other Ghosts that get it).

At 16 Hit Dice, it gains the ability to cast Poison as a Spell-Like Ability at will, except it deals 4d6 Con damage as Primary Damage, and kills the target outright as Secondary Damage. This is a [Poison] effect.

At 19 Hit Dice, it gains a Gaze Attack of Vision of Entropy. This is a [Ghost] effect. It also gains the ability to make Devil Pacts.

Note: if using Tome Feats, replace Dodge with Elusive Target, Mobility with Danger Sense, Spring Attack with Whirlwind Attack, and Spell Focus with Attune Sphere: Gluttony and Attune Sphere: Terror.

---

Sludge Wave (Su): with a DC 25 Handle Animal check, anyone with "Train Pokemon" can teach a Gastly, Haunter or Gengar the "Sludge Wave" move. With a Full Round Action once per hour, it unleashes a 15' wide 60' long Line, however each 5' wide section stops upon hitting a creature. This deals 1d8 Acid damage per 2 HD with a Fortitude Save for half (Charisma-based), and those who fail the save also suffer 1d10 Strength damage. This is a [Poison] move, and in Contests, everyone who acted before the user in that round is covered in toxic sludge, taking a -6 penalty.
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Post by Koumei »

Notes for me to post stuff when I get home:

[*]Pokeranger Prestige Class
[*]Move Tutor Prestige Class
[*]Nurse Joy creature (Humanoid, so not a Pokemon)
[*]New and exciting items for Pokemon to hold! (Yes, mostly from the video games. Yes, this includes various Berries)

Here's another feat that can at least fill a bit of a gap left by the no-TM thing:

Hidden Power [Monstrous]
"It's so hidden, it's not appearing on your movelist!"
You have a special power that is unusual for your kind to have.
Benefit: select any one of your attacks that has a Pokemon Attack descriptor such as [Fire], [Grass] or [Bug]. Change the type (and thus damage, who it is effective against and its value in Contests) to any other Type you like, regardless of how much sense it makes.
Special: at 10 HD, you can actually unleash your Hidden Power as a move of its own. As a Standard Action once per minute, you may launch a pulse of energy out to Medium Range with a Ranged Touch Attack. If it hits, it deals 1d8 damage per 2 hit dice. This has the same Type as the one originally chosen by this feat.
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Post by Prak »

Why is Sleep a [Poison] effect rather than a [Psychic] effect?

Also, I am mildly disappointed that I cannot catch a Nurse Joy. (though it would fall into the previous "no comments about your long hard training sessions with succubi")

On the item thing, here's something:

Dark Glasses
These dark sunglasses cut the glare of light and make your pokemon think that's it darker out. Or something. The fact is, they power up dark moves. If a pokemon is wearing Dark Glasses, they are counted as having 2 additional HD for the purposes of their [Dark] attacks.
The glasses are also plain awesome. If a pokemon wears Dark Glasses in a Cool contest, they receive a +2 bonus to all rolls.
Finally, though the glasses come from a completely different place originally, Krookodiles seem to have an affinity for them, and receive 50% more effect from them (+3 HD for Dark attacks, +3 bonus in Cool contests). Krookodiles do have a tendency to stand around making incomprehensible, albeit inspiring, speeches, and wear red capes while wearing them, however.
Last edited by Prak on Tue Sep 04, 2012 4:29 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Koumei »

Because I was thinking "poison sleep mist" even though it's a mind-affecting thing, so it's clearly psychic. I'll fix that in a moment.

And those sunglasses are exactly the kind of thing I'm talking about. Provides a nice bonus in combat and contests, and also has some silly little exception case in it with a dopey reference. Consider than an actual "in the game, you can totally buy it" Minor Item.
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Post by Prak »

You know, the fact that Krookodile is basically "PoKamina" is making me really tempted to choose Sandile as my pokemon. The fact that you have no problem with the Dark Glasses write up even more so.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Koumei »

It's a pretty solid choice, just bump it down to 4 HD if you do (it can keep all racial traits and attacks and so on, that just lowers some numbers so it's nominally CR 4 and thus under your control).
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Post by Prak »

Oh... sure. I can always use Call Dark Pokemon to bring out a Sableye.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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