An incomplete PrCl, to get people excited.
Glitch Pokemaster
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Requirements:
Skills: Knowledge (Planes) 10 ranks
Special: Control Pokemon class feature, own a MissingNo.
Features:
Base Attack Bonus: Average
Hit Die: 1d8
Skill Points: 4+Int
Good Saving Throws: Reflex
Class Skills: Climb, Hide, Intimidate, Knowledge (Planes), Knowledge (????), Listen, Move Silently, Spot
Level: | Caster Level: | Special:
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1 | +1 | Creeping Madness
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2 | +1 | Distortion, Wall of Nothing
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3 | +1 | World Freeze, Deeper Madness
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4 | +1 | Glitch City, Mew Glitch
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5 | +1 | Mystery Number 128, h Poke
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6 | +1 | Maddening Visage
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7 | +1 | Mystery Number 256, Truly Insane
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8 | +1 | Behold the Stairway to Salvation
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9 | +1 | So Many Balls
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10 | +1 | Power Leak
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Caster Levels: at every level, the Glitch Pokemaster's "Pokemaster" Caster Level increases by 1.
Creeping Madness (Ex): the Glitch Pokemaster saw the mind-warping terror on the shores that day. The visions that haunt their mind prevent Nightmare effects from occurring (the nightmares are scared away). The character is also immune to Confusion, Death through [Fear] effects and the effects of a Demon's Form of Madness, but takes a -4 Circumstance penalty on all Wisdom-based skill checks and Will saves.
Distortion (Ex): starting at second level, the world around the Glitch Pokemaster seems... strange. Distorted. Things just don't seem quite right. The Glitch Pokemaster can no longer be Entangled, due to not being exactly where he's meant to. Additionally, there is something off about the way he looks, something people can't exactly remember afterwards. Those who see him for the first time since this transformation must make a Will save (DC 10 + half HD + Cha) or be Shaken for the first minute of their encounter.
Wall of Nothing (Su): a side effect of the planar distortions and glitches is that sometimes, walls don't actually do what you might expect walls to do: the Glitch Pokemaster is, starting at second level, immune to all Wall spells, and can turn Incorporeal with a Swift action once per day per class level, each time for a number of rounds equal to his Hit Dice plus Charisma modifier (minimum 1 round).
World Freeze (Su): starting at third level, the "game" starts to freeze up. When utilising MissingNo. in battle, the Glitch Pokemaster may once per day cast Timestop as a Supernatural ability. This lasts for the minimum length of pseudo-time - any longer would result in nature resetting reality.
Deeper Madness (Ex): starting at third level, the Glitch Pokemaster is really fucking nuts. He becomes immune to Ability Damage for Intelligence, Wisdom and Charisma, but takes a -6 penalty on all Charisma-based skill checks, and on any given night has a 50% chance of being plagued by nightmares (as per the spell Nightmare, DC 10 + half HD + Cha). On the other hand, he becomes able to capture any Aberration or Outsider, even those who only advance by class levels or who are unique snowflakes.
Glitch City (Ex): starting at fourth level, the Glitch Pokemaster may access the mysterious realm known as Glitch City. By taking a Double-Move action, he may move into this location, leaving a trail into it for three rounds. During this time, anyone else may wander in. Treat Glitch City as a Mordenkainen's Magnificent Mansion, except everyone constantly has difficulty moving around (treat as Slowed), and there seems to be an invisible 3D maze of Walls of Force everywhere and Illusory objects scattered about.
Mew Glitch (Ex): starting at level four, the Glitch Pokemaster can tug at the fabric of reality, slowly tearing holes in it. Once per day he may spend a Full Round action to summon a wild, untamed, uncontrolled Mew, which he may attempt to capture like normal.
Mystery Number 128 (Su): at level five, the Glitch Pokemaster suddenly gains +128 of any one item in his inventory, or +128 Great Balls, whichever he prefers. They seem to have come from the Far Realm.
h Poke (Ex): starting at level five, the Glitch Pokemaster may perform the rites to summon h Poke, a being much like MissingNo. but so much more, one that does not truly interact with the world. It has the following profile, and can be summoned once per day with an hour-long ritual:
H POKE (CR 10)
Colossal (Tall) Outsider [Incorporeal, Extraplanar]
Str - Dex 14 Con 12 Int 3 Wis 21 Cha 23
Hit Dice: 10d8+20 (65 HP)
Init +6 Speed 10' Fly 30' (Perfect)
Armour Class: 10 (+2 Dex, +6 Deflection, -8 Size)
-Flat Footed: 8
-Touch Attacks: 10
Fort +8 Ref +9 Will +12
BAB/Grapple: +10/-
Space/Reach: 40'x40'/20' (80' tall)
Lick: +11 melee touch attack(4d6+5 Acid damage, special)
Spell Resistance 20
Incorporeal Touch (Su): the H POKE adds its Charisma bonus as an Enhancement bonus to attack and damage rolls with its touch attack. Additionally, those touched take 1 temporary negative level, and are afflicted with a Poison (Charisma-based): DC 23, 1d6 Dex damage/Paralysis 1 hour
HM 02 (Ex): whenever the H POKE scores a critical hit with its Lick attack, it deals an additional 2d6 negative energy damage per hit die and the Poison DC increases by +4 and the damage becomes 3d6 Dex/permanent Paralysis
Super Glitch (Su): if the H POKE reaches 20 hit dice, it gains the Super Glitch move which may be used once per day. One target within 30 feet, unless immune to Fire and Poison, is instantly slain. Even if they are immune, they are still Paralysed for 2d4 rounds.
Feats: Improved Initiative, Ability Focus: Poison, Weapon Focus: Touch Attack, Improved Toughness
Maddening Visage (Ex): starting at level six, the MissingNo. begins to take on its true form, the veil peeling away and allowing people to see its true form. Any MissingNo. owned by the Glitch Pokemaster gains the following special ability:
Form of Madness (Ex): anyone who views the MissingNo. for the first time in a day must make a Will save (DC 10 + half HD + Cha or owner's Cha, whichever is greater) or take 1d4 Wisdom and Charisma damage and spend one round Cowering and gibbering.
Mystery Number 256 (Ex): at level six, the Glitch Pokemaster suddenly gains +256 of any one item in his inventory, or +256 Great Balls, whichever he prefers. They seem to have come from the Far Realm.
Truly Insane (Ex): at seventh level, the Glitch Pokemaster becomes even more mad, which grants immunity to all [Mind Effecting] effects caused by other creatures. However he has a 50% chance to outright fail at communicating with other creatures other than his Pokemon (and vice versa), due to his mind shutting off at random.
Behold the Stairway to Salvation (Su): starting at eighth level, the Glitch Pokemaster learns how to tear open the gates between worlds and can access a Gate in the form of a mile-long, mile-high stairway leading to a small, flat plane. On this plane lies Arceus, who may be able to repair his mind... or destroy him. He may attempt this once per week.
ARCEUS (CR 13)
Huge (Long) Outsider [Lawful, Extraplanar]
Str 26 Dex 14 Con 16 Int 9 Wis 25 Cha 25
Hit Dice: 13d8+39 (143 HP)
Init +6 Speed 50' Fly 120' (Average)
Armour Class: 30 (+2 Dex, +13 Natural, -2 Size, +7 Deflection)
-Flat Footed: 28
-Touch Attacks: 17
Fort +11 Ref +13 Will +15
BAB/Grapple: +13/+29
Space/Reach: 15'x20'/10'
Stomp +20 (4d6+12)
Feats: Improved Initiative, Weapon Focus: Stomp, Lightning Reflexes, Ability Focus: Judgement, Improved Natural Weapon: Stomp
Perfect Form (Ex): Arceus adds its Charisma mod as a Deflection bonus to Armour Class, and its hit dice are maximised
Stomp (Ex): Stomp deals double damage against all creatures at least two size categories smaller than itself
Fast Healing 10 (Ex)
Damage Reduction 15/Bludgeoning (Ex)
Cosmic Power (Su): with a Standard action, Arceus can grant itself a +5 Luck bonus to Armour Class, Saving Throws, Attack rolls and Damage rolls until the end of its next turn. It may instead end this effect to use Hyper Voice as a Swift action.
Hyper Voice (Su): with a Standard action (see above, however), Arceus may screech, shattering reality. All unattended objects within 50 feet automatically take 1d6 Sonic damage per hit die. All living creatures take 1d6 Sonic damage per 2 hit dice and are Stunned for 1 round, however they are entitled to a Fort save (Charisma-based, DC 23) to negate the damage and Stunning and simply be Deafened for 10 minutes.
Judgement (Su): once per day, Arceus may fire a blast of powerful energy as a Full Round action. It unleashes 1 ray of energy per hit dice, resolved as Ranged Touch Attacks with a maximum range of 50 feet, and each ray deals 3d6+Cha mod Force damage. The rays may be focused on one target or divided up. After it is resolved, one final blast of energy deals 2d6 Force damage per hit die to all creatures that took damage from one or more rays (Fort half, DC 25). Those that fail the save are Stunned for 2d4 rounds.
Multitype (Ex): Arceus may be equipped with a special plate that changes aspects to it. It may only equip one at a time.
Plate Type | Subtypes | Damage Reduction | Judgement
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Fire | [Fire] | no change, but see subtype | Deals Fire damage, Empowered. All targets catch fire.
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Ice | [Cold] | no change, but see subtype | Deals Cold damage, Empowered. All targets are Slowed for 1 minute.
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Water | [Water] | replaced with Fire and Cold Resist 10, -4 on saves vs Electricity | Deals Acid/Cold damage, Empowered.
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Lightning | [Air] | changes to Electricity immunity | Deals Electricity damage, Empowered.
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Ground | [Earth] | changes to Electricity immunity | Deals Bludgeoning damage, Empowered.
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Stone | [Earth] | doubled | Deals Piercing damage, Empowered.
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Plant | no change | changes to Electricity and Acid resistance 20, gains Plant weaknesses | Deals Piercing damage, Empowered.
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Poison | no change | changes to Poison immunity | Deals Acid damage, poisons all targets on failed save (1d6 Con/2d6 Con)
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Ghost | [Ethereal] | none | Deals Negative energy damage.
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Psychic | [Psionic] | no change | Deals nonlethal damage, Empowered.
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So Many Balls (Ex): at ninth level, the Glitch Pokemaster receives his final gift from the Far Realm/MissingNo: 128 Master Balls. Once per week he may petition MissingNo. to grant another 128, and might receive them. Or might not.
Power Leak (Ex): at tenth level, the Glitch Pokemaster finally cracks, and sees things as they truly are. He is considered to be 120 levels higher than his actual level for the purpose of what level Pokemon he can control at any one time. When walking along beaches, he is likely to be attacked by wild Rhydons and similar of over 100 Hit Dice.