Pokemon as D&D monsters

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Koumei
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Pokemon as D&D monsters

Post by Koumei »

Well, I recall seeing interest in Kabutops and friends, so why not? I'll start with "Resurrect a fossil", then maybe branch out from there. After all, I personally think Gyarados and Dragonite should exist in all settings, just to level the occasional city.

Helix Fossil:
Omanyte
Tiny Magical Beast (Earth, Water)
Str 08 Dex 12 Con 20 Int 06 Wis 06 Cha 08
Speed: 10' Swim 50'
Init: +1

HD: 4d10+24 (46 HP)
AC: 21 (+2 size +8 natural +1 Dex)
flat 20
touch 13

Fort +9
Ref +5
Will -1

BAB/Grapple: +4/-3
Attack: Tentacle +7 (1d3-1)
Full Attack: 2 Tentacles +7 (1d3-1)

Feats:
(B) Weapon Finesse
Multi-Attack
Improved Toughness

Special:
Tentacles:
If using all tentacles to grapple, Omanyte gains a +2 bonus to do so.

Constrict (Ex):
If it somehow successfully grapples a foe, Omanyte may deal 2d4-1 constriction damage.

Water Gun (Su):
A 30' ranged attack can be made as a standard action, hitting the foe with a high-powered stream of water. This deals 2d8 damage and can be used once per three turns.

Tickle (Ex):
As a melee touch attack, Omanyte can tickle a foe with a standard action. The foe must make a DC 15 Will save (Dex-based, +2 racial bonus) or count as Dazed for one full round as they squirm and laugh.

CR: 4

---

Advancement:
Every week, Omanyte's Wisdom increases by 2 points, up to a maximum of 14. Additionally, it gains a racial HD every week, to a maximum (if owned) to the owner's level - 1. Each hit die grants additional benefits aside from the usual ones for racial HD:
+1 natural armour
+1d8 per 2 HD to water gun
+1 to one physical ability score
+1 CR

At 6 HD, water gun also causes blindness for 1 round due to mud splattering over the target's eyes.

At 8 HD, it grows to Small (+2 Str, +1 natural armour, +5' movement). It also gains the special attack "Roll Out", granting +2d6 damage to all charge attacks, and allowing a charge to be performed at triple speed instead of double.

At 10 HD, it evolves into Omastar.
Omastar
Medium Magical Beast (Earth, Water)
Str 14 Dex 10 Con 22 Int 08 Wis 14 Cha 12
Speed: 20' Swim 60'
Init: +0
*If raised, 6 increases can be applied to any combination of physical ability scores

HD: 10d10+70 (125 HP)
AC: 30 (+20 natural)
flat 30
touch 10

Fort +13
Ref +7
Will +5

BAB/Grapple: +10/+16
Attack: Tentacle +12 (1d8+2)
Full Attack: 4 Tentacles +12 (1d8+2) and Bite +12 (1d8+1)

Feats:
Multi-Attack
Improved Toughness
Improved Natural Attack: Tentacle
Improved Multi-Attack

Special:
Tentacles:
If using all tentacles to grapple, Omastar gains a +4 bonus to do so.

Improved Grab (Ex):
If Omastar successfully hits with a tentacle attack, it may make a free grapple attempt without provoking an attack of opportunity.

Constrict (Ex):
If it successfully grapples a foe, Omanstar may deal 4d6+3 constriction damage.

Water Gun (Su):
A 30' ranged attack can be made as a standard action, hitting the foe with a high-powered stream of water. This deals 5d8 damage and can be used once per three turns. Due to the mud, this also blinds the foe for 1 round if it hits

Tickle (Ex):
As a melee touch attack, Omastar can tickle a foe with a standard action. The foe must make a DC 19 Will save (now Str-based, +2 racial bonus) or count as Dazed for 1d4 rounds as they squirm and laugh.

Brine (Su):
A spray of acidic salt water may be fired in a 30' cone every 4 rounds. This deals 10d4 Acid damage (Ref half, DC 21). If the target has already taken at least 20 points of damage, or is bleeding, or has been hit by a Wounding effect, then they take double damage (Ref reduces this to normal damage) and must make a Fort save (same DC) or be Stunned with pain for 1 round.

Spikes (Ex):
Omastar counts as having Armour Spikes.

Roll Out (Ex):
Omastar can move at triple speed for a charge, and deals +2d6 damage on charge attacks.

CR: 10

---

Advancement:
Every week, Omastar gains a racial HD, to a maximum (if owned) to the owner's level - 1. Each hit die grants additional benefits aside from the usual ones for racial HD:
+1 natural armour
+1d8 per 2 HD to water gun
+1d4 to Brine
+1 to one physical ability score
+1 CR

At 12 HD, two spikes can be fired up to 50' as a standard action, dealing damage as crossbow bolts for its size.

At 14 HD, it grows to Large size (+2 natural armour, +4 Str, -2 Dex, +4 Con). All mental ability scores improve by 2.

At 16 HD, it gains the Ancient Power ability of Aerodactyl. All mental ability scores improve by 2.

At 20 HD, it may call powerful geysers from below the earth to strike foes. This is a Supernatural ability, and requires a full round action. Two 30' bursts within 100' are selected, and all in the area take 2d6 damage per hit die and are knocked prone. A Reflex save (Wis-based) halves this damage and negates the prone status. This may be performed once per hour.
Dome Fossil:
Kabuto
Tiny Magical Beast (Earth, Water)
Str 10 Dex 10 Con 20 Int 06 Wis 06 Cha 08
Speed: 20' Swim 30'
Init: +0

HD: 4d10+20 (42 HP)
AC: 20 (+2 size +8 natural)
flat 20
touch 12

Fort +9
Ref +4
Will -1

BAB/Grapple: +4/-4
Attack: Bite +6 (1d4 plus 1 Con)
Full Attack: Bite +6 (1d3 plus 1 Con) 2 Claws +4 (1d2)

Feats:
Multi-Attack
Improved Natural Attack: Bite

Special:
Blood Drain (Ex):
With every bite, enough blood is drunk to deal 1 point of Con damage. This restores 5 HP to the Kabuto.

Harden (Ex):
If Kabuto makes a full defence, its natural armour bonus improves by 4 points for three rounds. Multiple full defences do not stack.

Attach (Ex):
A a melee touch attack that does not provoke, Kabuto can leap into an adjacent occupied square and attach itself to a target. It may then deal automatic bite damage every round (starting on the next round) unless grappled and removed, or knocked out/killed.

CR: 4

---

Advancement:
Every week, Kabuto's Wisdom increases by 2 points, up to a maximum of 14. Additionally, it gains a racial HD every week, to a maximum (if owned) to the owner's level - 1. Each hit die grants additional benefits aside from the usual ones for racial HD:
+1 natural armour
+1 Con damage/+5 HP healing from Blood Drain per 2 HD
+1 to one physical ability score
+1 CR

At 6 HD, it can (as a Supernatural ability) emit a piercing scraping noise. This affects all in a 20' radius of Kabuto and causes al non-deaf targets to be Stunned for one round if they fail a Will save (Wisdom-based).

At 8 HD, it grows to Small (+2 Str, +1 natural armour) and grows sharper claws, increasing their threat range to 19-20. Additionally, when attaching, it can attempt to wring all liquids from the target, forcing them to make a Fortitude save (Strength-based). It must have already drained blood from them for this to work, and if they succeed on the saving throw they are immune until blood-drained again. If they fail, they take 1d6 points of damage per HD of the Kabuto, are Nauseated for 3 rounds and continue to bleed 5 hit points per round.

At 10 HD, it evolves into Kabutops.
Kabutops
Medium Magical Beast (Earth, Water)
Str 16 Dex 14 Con 20 Int 06 Wis 14 Cha 08
Speed: 30' Swim 50'
Init: +2
*6 ability increases can be spread across the physical ability scores

HD: 10d10+50 (105 HP)
AC: 32 (+2 Dex +20 natural)
flat 30
touch 12

Fort +12
Ref +9
Will +5

BAB/Grapple: +10/+13
Attack: Claw +13 (1d8+3, 17-20 x3)
Full Attack: 2 Claws +13 (1d8+3, 17-20 x3) plus Bite +13 (1d8+1 plus 5 Con)

Feats:
Multi-Attack
Improved Natural Attack: Bite
Improved Multi-Attack
Improved Natural Attack: Claw

Special:
Augmented Critical (Ex):
The claws of the Kabutops threaten on a 17-20 and deal x3 damage.

Blood Drain (Ex):
With every bite, enough blood is drunk to deal 5 points of Con damage. This restores 25 HP to the Kabutops.

Harden (Ex):
If Kabutops makes a full defence, its natural armour bonus improves by 4 points for three rounds. Multiple full defences do not stack.

Impaling Wring-Out (Ex):
On a successful grapple, Kabutops can attempt to wring all liquids from the target, forcing them to make a DC 18 Fortitude save (Strength-based). It must have already drained blood from them for this to work, and if they succeed on the saving throw they are immune until blood-drained again. If they fail, they take 1d6 points of damage per HD of the Kabutops, are Nauseated for 3 rounds and continue to bleed 10 hit points per round.

Swords Dance (Ex):
As a full round action, Kabutops can focus on combat, honing its abilities. On the next round (and in any attacks of opportunity taken before then), all claw attacks deal an additional 5d6+10 damage.

CR: 10

---
Advancement:
Every week, Kabutops gains a racial HD, to a maximum (if owned) of the owner's level - 1. Each hit die grants additional benefits aside from the usual ones for racial HD:
+1 natural armour
+1d6+2 on Swords Dance per 2 HD
+1 Con damage & 5 HP per 2 HD for Blood Drain
+1 to one physical ability score
+1 CR

At 14 HD, all mental ability scores improve by +2. It also gains the Ancient Power ability of the Aerodactyl.

At 16 HD, it grows to Large (+6 Str, -2 Dex, +4 Con, +2 natural armour).

At 18 HD, all mental ability scores improve by +2. It also gains the Night Slash ability:

Night Slash (Su):
As a move action, Kabutops can coat its claws in negative energy. On the next attack made with each claw, the attacks are made as touch attacks and deal an additional amount of negative energy damage equal to 3d6 plus double the Kabutops' level.

At 20 HD, Kabutops gains Spell Resistance equal to 11 + its Hit Dice.
Special:
Ancient Resonance: If a Kabutops and Omastar are within 15 feet of one another, any spell that is not Primeval or Ancient/Forgotten Magic (mostly DM fiat here) has a 50% chance to completely fail if either creature is the target or caught in the area of effect. The area around them even seems to change, the ground being rejuvenated with the nutrients it had one million years ago, and the plants taking on a healthy yet feral appearance.
Last edited by Koumei on Tue Jul 08, 2008 11:26 am, edited 2 times in total.
Koumei
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Post by Koumei »

Root Fossil:
Lileep
Small Plant (Water)

Str 14 Dex 10 Con 16 Int 4 Wis 6 Cha 6

Hit Dice: 4d8+12 (30 HP)
Speed: 20' Burrow 10' Swim 20'
Init: +0

AC: 17 (+1 size +6 natural)
flat 17
touch 11

Fort +7
Ref +1
Will -1

BAB/Grapple: +3/+1
Attack: Vine +6 (1d3+2, Improved Grab)
Full Attack: 8 Vines +6 (1d3+2, Improved Grab)

Feats:
Multi-Attack
Improved Multi-Attack

Special:
Improved Grab (Ex):
If a vine attack hits, Lileep may start a grapple as a free action without provoking an attack of opportunity. If more than one vine hits, then every vine after the first grants a +2 bonus to grapple checks.

Constrict (Ex):
If it succeeds on a grapple check, Lileep may deal automatic vine damage for each vine attached.

Acid Spray (Ex):
Once per three rounds, Lileep may spray a 15' cone of acid. It deals 4d6 Acid damage (Ref half DC 15), and those who fail their save take a -4 penalty to AC for two rounds.

Fast Healing (Su):
Lileep has Fast Healing equal to its hit dice.

CR: 4
---

Advancement:
Every week, Lileep's Wisdom increases by 1, to a maximum of 12. Additionally, every week it gains 1 HD (to a maximum, if owned, of one less than its owner's level). The following benefits are gained with each hit die, aside from the usual ones:

+1 natural armour
+1 to any one physical ability score
+1d6 damage to Acid spray
CR +1

At 6 HD, it gains the Tickle ability of Omanyte.

At 7 HD, it can, as a standard action at will, force one target within 30 feet to make a Will save (Wis-based) or become Confused for one minute. This is a Supernatural ability.

At 8 HD, it gains the Ancient Power ability of Aerodactyl.

At 10 HD, it evolves into Cradily.
Cradily
Large Plant (Water)

Str 22 Dex 8 Con 22 Int 4 Wis 12 Cha 6
*6 increases may be distributed amongst the physical scores

Hit Dice: 10d8+60 (105 HP)
Speed: 20' Burrow 20' Swim 50'
Init: -1

AC: 26 (-1 size -1 Dex +18 natural)
flat 26
touch 8

Fort +13
Ref +2
Will +4

BAB/Grapple: +7/+17
Attack: Vine +13 (1d8+6, Improved Grab)
Full Attack: 8 Vines +13 (1d8+6, Improved Grab)

Feats:
Multi-Attack
Improved Multi-Attack
Improved Natural Attack: Vine
Weapon Focus: Vine

Special:
Improved Grab (Ex):
If a vine attack hits, Cradily may start a grapple as a free action without provoking an attack of opportunity. If more than one vine hits, then every vine after the first grants a +2 bonus to grapple checks.

Constrict (Ex):
If it succeeds on a grapple check, Cradily may deal automatic vine damage for each vine attached.

Acid Spray (Ex):
Once per three rounds, Cradily may spray a 45' cone of acid. It deals 10d6 Acid damage (Ref half DC 21), and those who fail their save take a -6 penalty to AC for three rounds.

Fast Healing (Su):
Cradily has Fast Healing equal to its hit dice.

Ancient Power, Confusion and Tickle as per advanced Lileep

CR: 10
---

Advancement:
Every week, Cradily gains 1 HD (to a maximum, if owned, of one less than its owner's level). The following benefits are gained with each hit die, aside from the usual ones:

+1 natural armour
+1 to any one physical ability score
+1d6 damage to Acid spray
CR +1

At 12 HD, Cradily gains the ability to store sunlight for energy. By spending one minute doing nothing, just staying motionless in a source of sunlight, it can stockpile one level of energy. Up to 3 levels can be stored at once. Alternatively, it can absorb any [Light] effect cast within 30 feet to stockpile a level. This may be spent as a Swift action to restore 20 HP per stockpiled level.

At 14 HD, it gains +2 Wisdom. It may also fire stockpiled energy as a ranged touch attack out to 50 feet. It deals 1d4 Light damage per HD per stockpiled level.

At 16 HD, it grows to Huge size (+8 Str, -2 Dex, +4 Con, +6 natural armour).

At 18 HD, it gains +2 Wisdom and can spend a stockpiled level to remove any ability damage/drain, negative level or disease from itself.
Claw Fossil:
Anorith

Armaldo

Skull Fossil:
Cranidos

Rampardos

Armour Fossil:
Shieldon

Bastiodon
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CatharzGodfoot
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Post by CatharzGodfoot »

Don't forget Frank's Pokemon d20. It's got quite a few.[/url]
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the_taken
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Post by the_taken »

Frank sent me all the files (dealing with PkMn) from that website, if you're looking. It's a big folder though...
I had a signature here once but I've since lost it.

My current project: http://tgdmb.com/viewtopic.php?t=56456
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JonSetanta
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Post by JonSetanta »

the_taken wrote:Frank sent me all the files (dealing with PkMn) from that website, if you're looking. It's a big folder though...
It's hard to download. Maybe my IDM is broken (or the wrong patch applied) but I'd rather take up your offer than save hundreds of separate HTML files!

Megaupload? Rapidshare?
Or do you have your own source?
The Adventurer's Almanac wrote:
Fri Oct 01, 2021 10:25 pm
Nobody gives a flying fuck about Tordek and Regdar.
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Maxus
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Post by Maxus »

sigma999 wrote:
the_taken wrote:Frank sent me all the files (dealing with PkMn) from that website, if you're looking. It's a big folder though...
It's hard to download. Maybe my IDM is broken (or the wrong patch applied) but I'd rather take up your offer than save hundreds of separate HTML files!

Megaupload? Rapidshare?
Or do you have your own source?
Seconded.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Koumei
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Post by Koumei »

That is awesome. Missingno. and Shellder/Cloyster made me laugh (and a few are practically identical to how I statted them up some time ago, too).

Although the older bunch from http://www.scshop.com/~ritaxis/ do seem a bit tame by comparison, lacking in options. So I'd probably redo the Char- family, because they're awesome (and besides, Charizard deserves Flare Blitz, Belly Drum, Sunny Day, Blast Burn and similar).
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Maxus
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Post by Maxus »

Koumei wrote:That is awesome. Missingno. and Shellder/Cloyster made me laugh (and a few are practically identical to how I statted them up some time ago, too).

Although the older bunch from http://www.scshop.com/~ritaxis/ do seem a bit tame by comparison, lacking in options. So I'd probably redo the Char- family, because they're awesome (and besides, Charizard deserves Flare Blitz, Belly Drum, Sunny Day, Blast Burn and similar).
Where's Missingno.?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Koumei
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Post by Koumei »

http://www.geocities.com/eco_mono/Pkmnd ... ingno.html

In the Pokedex, the link is right at the bottom, as a .-

It's very much a joke monster that makes fun of the glitches.

---

Anyway, some Pokemon.

Claw Fossil:
Anorith
Tiny Vermin (CR 4)
Str 8 Dex 12 Con 16 Int 4 Wis 6 Cha 4
HD: 4d8+12 (30 HP)
Init +1
Speed: 10'
Burrow 10'
Climb 10'

Fort +7
Ref +2
Will -1

AC: 21 (+1 Dex +2 size +8 natural)
flat 20 touch 13

BAB/Grapple: +3/-6
Attack: Claw +6 (1d3-1, 19-20/x3)
Full Attack: 2 claws +6 (1d3-1, 19-20/x3)

Feats:
Multi-Attack
Improved Natural Attack: Claw
(B) Weapon Finesse

Special:
DR 2/-
Harden (as Kabuto)
Augment Critical: Claw

Metal Claw (Ex):
As a Swift action, Anorith may sharpen its claws, making them even more painful. The size category improves by another category and its Constitution modifier is added as extra damage. This lasts for one full round, and in this case means it deals 1d4+2 damage.

Predatory:
Anoriths remember their ancient prey who seem to have never evolved, being creations, and as such they gain a +8 racial bonus to track Vermin, as well as a +2 bonus to hit and damage them.

---
Advancement:
Every week, it gains +1 Wisdom (to a maximum of 12).
Additionally, it gains an additional hit die every week (to a maximum, if owned, of its owner's level minus 1). With each hit die, the following occurs:
+1 natural armour
1 physical ability score increases by +1
+1 DR per 2 HD
+1 CR

At 6 HD:
It grows to Small (+2 Str, +1 natural armour)

At 8 HD:
It grows to Medium (+4 Str, +2 Con, +2 natural armour)
Ancient Power (as per Aerodactyl)

At 10 HD, it evolves into Armaldo.
Armaldo
Large Vermin (CR 10)
Str 20 Dex 10 Con 22 Int 6 Wis 14 Cha 6
*6 increases to be spread amongst the physical scores

HD: 10d8+60 (105 HP)
Init +0
Speed: 30'
Burrow 20'
Climb 20'

Fort +13
Ref +7
Will +9

AC: 29 (-1 size +20 natural)
flat 29 touch 9

BAB/Grapple: +10/+19
Attack: Claw +14 (1d8+5, 19-20/x3)
Full Attack: 2 claws +14 (1d8+5, 19-20/x3) and Tail +14 (1d8+7)

Feats:
Multi-Attack
Improved Natural Attack: Claw
Improved Multi-Attack
Power Attack

Special:
DR 5/-
Harden (as Kabuto)
Augment Critical: Claw
Ancient Power

Metal Claw (Ex):
As a Swift action, Armaldo may sharpen its claws, making them even more painful. The size category improves by another category and its Constitution modifier is added as extra damage. This lasts for one full round, and in this case means it deals 2d6+11 damage.

Fury Cutter (Ex):
Armaldo may make a sudden burst of speed, slashing away with full force. This is a full round action, and grants two additional claw attacks (for a total of 4), though all are at a -2 penalty.

Predatory:
Anoriths remember their ancient prey who seem to have never evolved, being creations, and as such they gain a +8 racial bonus to track Vermin, as well as a +2 bonus to hit and damage them.

---
Advancement:
Every week, Armaldo gains one HD, to a maximum (if owned) of one less than its owner's level. Each HD grants the following:
+1 to one physical ability score
+1 natural armour
+1 DR per 2 HD
+1 CR

At 12 HD:
The critical threat range of the claw attacks is doubled to 17-20.

At 14 HD:
Armaldo grows to Huge size (+8 Str, -2 Dex, +4 Con, +4 natural armour)

At 16 HD:
Furry cutter gains 2 extra attacks (a total of 6 claws)

At 18 HD:
Crush Claw: As a Grapple attack, Armaldo may make 2 claws attacks, each dealing +6d6 slashing damage.
It may also secrete a venom onto its claws as a Swift action. This poison deals 1d8 Strength damage for both primary and secondary damage. It lasts for one round (or until each claw strikes once, whichever is sooner).

At 20 HD:
Armaldo grows to gargantuan size (+16 Str, -2 Dex, +4 Con, +4 natural armour).
Skull Fossil:
Cranidos
Medium Magical Beast (CR 4)
Str 16 Dex 10 Con 16 Int 8 Wis 6 Cha 8
Hit Dice: 4d10+12 (34 HP)
Init: +0
Speed: 30'

Fort +7
Ref +4
Will -1

AC: 18 (+8 natural)
flat 18 touch 10

BAB/Grapple: +4/+7
Attack: Slam +7 (2d6+4)
Full Attack: Slam +7 (2d6+4)

Feats:
Improved Natural Attack: Slam
Power Attack

Special:
DR 2/-
Takedown (Ex):
Once per round, when making an attack, Cranidos may add 2d6 damage to a successful hit, but takes 1d8 recoil damage (ignoring DR).

Rivalry:
Same as Aerodactyl, but applies only to Megaraptors, Tyrannosaurus and similar looking dinosaurs.

---
Advancement:
Every week, Cranidos gains +1 Wisdom (up to a maximum of 12).
Additionally, every week it gains 1 HD, to a maximum (if owned) of one less than its owner's level. The following benefits are gained with each HD:
+1 natural armour
+1 to one physical ability score
+1 DR per 2 levels
+1 CR

At 6 HD:
Ancient Power (as Aerodactyl)
Thrash (Ex):
As a Standard action, Cranidos may enter a rage. It rages as a 4th level Barbarian for 3 rounds, but once the rage ends it becomes confused for one minute.

At 8 HD:
Cranidos grows to Large size (+8 Str, -2 Dex, +4 Con, +2 natural armour)
It also gains a Trample attack, dealing automatic Slam damage on a successful Overrun.

At 10 HD, it evolves into Rampardos.
Rampardos
Huge Magical Beast (CR 10)
Str 32 Dex 8 Con 24 Int 8 Wis 12 Cha 8
*6 ability increases should be divided amongst the physical scores

Hit Dice: 10d10+70 (125 HP)
Init: -1
Speed: 50'

Fort +14
Ref +6
Will +4

AC: 27 (-1 Dex -2 size +20 natural)
flat 27 touch 7

BAB/Grapple: +10/+29
Attack: Slam +19 (4d6+16, 19-20/x3)
Full Attack: Slam +19 (4d6+16, 19-20/x3)

Feats:
Improved Natural Attack: Slam
Power Attack
Leap Attack
Run

Special:
DR 5/-
Ancient Power
Thrash (Rage as per a 6th level Barbarian)
Trample

Swift Demoralise (Ex):
As a Swift action, Rampardos may make an Intimidate check to demoralise a foe. It has a +4 racial bonus due to being fucking enormous, and generally has a total of +16 to Intimidate at this level.

Takedown (Ex):
Once per round, when making an attack, Rampardos may add 4d6 damage to a successful hit, but takes 2d8 recoil damage (ignoring DR).

Rivalry:
Same as Aerodactyl, but applies only to Megaraptors, Tyrannosaurus and similar looking dinosaurs.

---
Advancement:
Every week Rampardos gains 1 HD, to a maximum (if owned) of one less than its owner's level. The following benefits are gained with each HD:
+1 natural armour
+1 to one physical ability score
+1 DR per 2 levels
+1 CR

At 14 HD:
Zen Headbutt (Su):
As a Swift action, Rampardos may grant itself the ability to strike Incorporeal and Ethereal creatures as though they were corporeal. This lasts for one round. For the duration, it can also see such creatures as though they were visible.

At 16 HD:
Rampardos grows to Gargantuan size (+8 Str, +8 Con, +4 natural armour)

At 18 HD:
Takedown improves to +6d6 damage (with 3d8 recoil).

At 20 HD:
Rampardos may make a full round action to perform a mighty head smash attack. This gains a +5 bonus to hit, and deals +1d6 damage per level. Rampardos does, however, take 10d4 recoil damage, ignoring DR.
There, that's possibly all of the resurrection-based Pokemon I care to make.
Koumei
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Post by Koumei »

So, here's a special Abra, incredibly rare unless you breed your own (generally with a Medicham as the father).

Trickpuncher Abra
Small Aberration [Psionic]
Hitdice: 1d8-1 (3 hp)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: 10 ft. (or teleportation)
AC: 13 (+1 size, +2 Dex), Touch 13, Flat-footed 11
Attacks: Unarmed -3 or by weapon.
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Unarmed d2-4 subdual or by weapon.
Special Attacks: Psionics, Special Punches
Special Qualities: Detect Thoughts, Uncanny Dodge, Sleep Talk, Telepathy
Saves: Fort -1, Ref +2, Will +4
Abilities: Str 2, Dex 14, Con 8, Int 15, Wis 15, Cha 15
Skills: Spot +6, Listen +6, Sense Motive +6, Hide +10, Pick Pocket +6,
Intuit Direction +6, Scry +6, Knowledge Arcana +4
Feats:
Alertness (B)
Ability Focus: Detect Thoughts (B)
Improved Initiative

Climate/Terrain: Any land or underground
Organization: Solitary.
CR: 1
Treasure: None.
Alignment: Often Neutral
Advancement: 2-4 HD (small)

Psionics (Sp): At will - Mirror Image, Blink (self only), Teleport
Without Error (self and 50 lbs. of equipment only), Power Trick. Caster (or manifester) level equals hit dice plus two. Save DCs are 10 + Int Modifier + half its hit dice.

The sample Abra has a save DC of 12 for its psionics.

(Power Trick is a unique spell-like ability, targeting any living creature within 30 feet. It must make a Will save, otherwise the two creatures swap Strength scores with each other for one minute (including any enhancement bonuses or similar). For example, if a Strength 40 Machamp were targeted and failed its saving throw, it would be reduced to Strength 2, whereas Abra would have a massive Strength of 40.)

Sleep Talk (Ex): An Abra is able to keep a portion of its mind active
at all times. Even when asleep, an Abra is still able to utilize its
detect thoughts ability. Furthermore, it rolls initiative normally, and
can use all of its psionics while sleeping.

Detect Thoughts (Su): An Abra constantly scans the area around itself
looking for the thoughts and dreams of others. The Abradetects thoughts
as the spell, except that it does not need to concentrate and always
gains the information as if it had spent 3 rounds concentrating on any
particular creature, and the area is a 60 ft. emanation from the Abra in
all directions. Save DC is 10 + half hit dice + Charisma Modifier + 2 for ability focus.

The sample Abra has a DC of 14 for Detect Thoughts.

Telepathy (Su): An Abra can communicate telepathically with any
creature within 100 ft. of it which has a language. Abras rarely do so for
fear of drawing attention to themselves.

Uncanny Dodge (Ex): An Abra has the ability to react to danger before
its senses would normally allow it to do so. An Abra retains its
dexterity bonus to AC regardless of being caught flat footed, struck by an
invisible attacker, or asleep.

Special Punches (Su): An Abra may, as a standard action, unleash a punch infused with psychic energy. Unfortunately, it has such a terrible strength that this is almost never a good idea, however Power Trick soon changes that situation.
-Fire Punch: deals an additional 2d6+HD Fire damage, and the target (if hit) catches fire until they put the flames out with a DC 15 Ref save (a standard action). The fire burns for 2d6+Charisma damage each round until this happens.

-Ice Punch: deals an additional 2d6+HD Cold damage, and the target is Slowed (if hit) for three rounds. If hit again in this time, they are frozen solid (helpless) for one round.

-Thunder Punch: deals an additional 2d6+HD Electric damage, and the target (if hit) must make a Fortitude save (DC = damage dealt) or be Stunned for one round.

-Drain Punch: deals normal damage, but half of the damage is granted as healing to Abra (with any excess being converted into Temporary HP, which lasts for one minute, until depleted, or until any other Temporary HP are granted, whichever happens first).
Who knows what will come next! Hmm, maybe Sneazel and Buizel, those two are cute (and Buizel is awesome in the show).
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the_taken
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Post by the_taken »

Maxus wrote:
sigma999 wrote:
the_taken wrote:Frank sent me all the files (dealing with PkMn) from that website, if you're looking. It's a big folder though...
It's hard to download. Maybe my IDM is broken (or the wrong patch applied) but I'd rather take up your offer than save hundreds of separate HTML files!

Megaupload? Rapidshare?
Or do you have your own source?
Seconded.
I was thinking email, since when I tried to upload it to a file site, it froze up one me (the file, not the site).
I had a signature here once but I've since lost it.

My current project: http://tgdmb.com/viewtopic.php?t=56456
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Post by Koumei »

Sneasel
Image
Small Magical Beast (Cold)
Hit Dice: 6d10+6 (39 hp)
Init: +6
Speed: 30 ft.
AC: 16 (+1 size, +2 Dex, +3 natural), Touch 13, Flat-footed 14
Attacks: 2 Claws +9
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: 1d4+2 plus 1d6 Cold (19-20/x2)
Special Attacks: Frost Claws, Punishment, Ice Shards
Special Qualities: Spell-like Abilities
Saves: Fort +6, Ref +7, Will +1
Abilities: Str 14, Dex 15, Con 13, Int 8, Wis 8, Cha 17
Feats: Improved Initiative, Power Attack, INA: Claws
Climate/Terrain: Any Cold
Organization: Solitary or group (4-24)
CR: 6
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 7-9 (Small) 10+ (evolves into Weavile)

Combat:
Frost Claws (Su): The claw attacks deal 1d6 additional Cold damage

Punishment (Su): Sneasel totally ignores any magical or supernatural defences such as magic Armour/Shield/Natural/Deflection bonuses to AC, Concealment, DR or the like. Additionally, Sneasel's natural attacks deal bonus damage to anyone using magic items or benefiting from magical or supernatural effects in any way, shape or form. Each individual item, spell or effect causes an additional 1d4 (for effects with a CL less than 6), 1d6 (for all magic items, and for effects without caster levels), 1d8 (for effects with a CL of 6-10), 2d6 (for effects with a CL of 11-15) or 3d6 (for effects with a CL of 16 or more) damage to be delivered.

For instance, a level 11 Wizard is wearing a headband of intellect, a ring of protection and a cloak of resistance. He is Polymorphed into a dragon, Hasted, Displaced, Mage Armoured and Shielded, as well as having Bull's Strength. Sneasel's attacks ignore the ring of deflection, the dragon's natural armour, the haste bonus to AC, the armour and shield bonuses from spells and the miss chance from Displacement. Additionally, they will deal 1d6 for each of the headband, ring and cloak, and 2d6 for each of the spells, for a total of +15d6 damage. The wizard explodes into a fine red mist and learns a lesson upon resurrection.

Ice Shards (Su):
As an Immediate action, Sneasel can suddenly flash-freeze the air and hurl a cloud of icy shards at an enemy. This requires a ranged attack out to 50' range, and deals Cold damage equal to 2d6 plus Sneasel's hit dice. This attack automatically succeeds on any roll against miss chance.

Spell-like Abilities (CL 6, DC 16):
At will: Chill Metal, Numbing Sphere, Path of Frost
3/day: Ice Storm, Zone of Glacial Cold
1/day: Shivering Touch
Weavile
Image
Small Magical Beast (Cold)
Hit Dice: 10d10+20+10 (85 hp)
Init: +6
Speed: 30 ft.
AC: 23 (+1 size, +2 Dex, +10 natural), Touch 13, Flat-footed 21
Attacks: 2 Claws +14
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: 1d4+3 plus 2d6 Cold (19-20/x2)
Special Attacks: Frost Claws, Punishment, Ice Shards, Beat-Up
Special Qualities: Spell-like Abilities, Nasty Plot
Saves: Fort +9, Ref +9, Will +3
Abilities: Str 16, Dex 15, Con 15, Int 10, Wis 10, Cha 21
Feats:
Improved Initiative, Power Attack, INA: Claws
Improved Toughness

Climate/Terrain: Any Cold
Organization: Solitary or group (4-8) or posse (1 Weavile + 3-10 Sneasels)
CR: 10
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 11-15 (Small) 16+ (Medium)

Combat:
Frost Claws: Weavile's claw attacks deal +2d6 Cold damage.

Punishment: As Sneasel

Ice Shards: As Sneasel

Beat-Up (Ex):
Weavile is good at encouraging the group-sport of "Everyone nail the bastard". Any time an adjacent enemy is struck, Weavile may make an attack against that enemy as an Immediate action. Additionally, as a full round action, Weavile may make a single attack against an adjacent foe, and also allow every other creature that can reach the foe to make an attack against it (as an Immediate action), if they so wish. Pokemon will even leap out of Pokeballs (then straight back in) to make this attack if the Pokeballs happen to be in reach.

Spell-like Abilities (CL 10, DC 20):
At will: Chill Metal, Numbing Sphere, Path of Frost, Ice Storm, Zone of Glacial Cold
3/day: Shivering Touch, Cone of Cold, Boreal Wind, Column of Ice
1/day: Flesh to Ice
1/week: Ice Castle

Nasty Plot (Ex):
As a Swift action, Weavile may plan ahead, and for the rest of the turn it gains Uncanny Dodge, Evasion and +3d6 Sneak Attack damage. Also, the save DCs for its spell-like abilities improve by 3 against flat-footed foes when Nasty Plot is in effect.
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Post by Koumei »

Buizel
Cute: http://blogimg0.ifrance.com/00/03/c3/246596.png
Bad-ass: http://tinyurl.com/594rx5
Small Magical Beast (Water)
Hit Dice: 5d10+10 (37 hp)
Init: +7
Speed: 20 ft. Swim 50 ft.
AC: 16 (+1 size, +3 Dex, +2 natural), Touch 14, Flat-footed 13
Attacks: Bite +8
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: 1d8+3
Special Attacks: Crunch, Ice Fang, Aqua Jet
Special Qualities: Hold Breath, Spell-like Abilities
Saves: Fort +6, Ref +7, Will -1
Abilities: Str 14, Dex 17, Con 15, Int 8, Wis 6, Cha 15
Feats: Improved Initiative, INA: Bite
Climate/Terrain: Lakes and rivers
Organization: Solitary or gang (3-10)
CR: 4
Treasure: Double. They have a bad habit of stealing.
Alignment: Usually Chaotic Awesome
Advancement: 6-11 (Small), 12+ (Evolves into Floatzel)

Combat:

Crunch (Ex): When a Buizel bites you, you notice it. Buizel's bite attack deals 1 Strength damage per bite.

Ice Fang (Su): As a move-equivalent action, Buizel can summon frost into its mouth. Its bite attack then deals an additional amount of Cold damage equal to 1d6 plus its hit dice (2d6 plus double its hit dice against Dragons, Plants or currently-flying creatures, 4d6 plus four times its hit dice against flying Dragons/Plants). The victim must also make a DC 14 Fortitude save (Strength-based) or be Slowed for one round. Dragons and Plants take a -5 penalty on this saving throw, and creatures that are flying are instead rendered Helpless for one round if they fail the save.

Aqua Jet (Ex):
As an Immediate action, Buizel may make a very short charge attack (10 feet, 20 underwater), gaining all of the usual modifiers for charging, and deals an additional 2d4 points of damage. As the process always creates a shield of water around it for the attack, if it takes any Fire damage before its next turn, the damage is halved, but electricity damage is multiplied by one and a half.

Hold Breath (Ex):
Buizel can hold its breath for five minutes multiplied by its Constitution score (in this case, one hour and five minutes). After that, it begins to drown unless it surfaces to breathe.

Spell-like Abilities (CL 5):
At will: Create Water, Obscuring Mist
Floatzel
Image
Small Magical Beast (Water)
Hit Dice: 12d10+10 (37 hp)
Init: +7
Speed: 20 ft. Swim 50 ft.
AC: 20 (+1 size, +3 Dex, +6 natural), Touch 14, Flat-footed 17
Attacks: Bite +16
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: 1d8+4
Special Attacks: Crunch, Ice Fang, Aqua Jet
Special Qualities: Hold Breath, Spell-like Abilities
Saves: Fort +11, Ref +11, Will +2
Abilities: Str 16, Dex 17, Con 16, Int 11, Wis 6, Cha 17
Feats: Improved Initiative, INA: Bite, Run, Power Attack, Leap Attack
Climate/Terrain: Lakes and rivers
Organization: Solitary or gang (3-10)
CR: 10
Treasure: Double. They have a bad habit of stealing.
Alignment: Usually Chaotic Awesome
Advancement: 13-16 (Small), 17+ (Medium, with Powerful Build)

Combat:

Crunch (Ex): When a Floatzel bites you, you notice it. Floatzel's bite attack deals 2 Strength damage per bite.

Ice Fang (Su): As Buizel (DC 19)

Aqua Jet (Ex): As Buizel

Hold Breath (Ex): As Buizel (one hour and twenty minutes)

Spell-like Abilities (CL 12, DC 19)
At will: Create Water, Control Winds, Obscuring Mist, Wings of the Sea
3/day: Fireward, Drown, Tidal Surge
1/day: Cloak of the Sea, Waterspout
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Post by Koumei »

Ralts
Image
Tiny Aberration [Psychic]
Hitdice: 1d8-1 (3 hp)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: 10 ft.
AC: 14 (+2 size, +2 Dex), Touch 14, Flat-footed 12
Attacks: Unarmed -1 or by weapon.
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Unarmed 1 subdual or by weapon.
Special Attacks: Psionics, Egg Move
Special Qualities: Detect Thoughts, Uncanny Dodge, Telepathy
Saves: Fort -1, Ref +1, Will +4
Abilities: Str 4, Dex 14, Con 8, Int 13, Wis 17, Cha 15
Feats: Alertness (B), Improved Initiative
Climate/Terrain: Any land near humanoids
Organization: Solitary or group (2-4)
CR: 1/2
Treasure: Standard
Alignment: Usually Good or Neutral
Advancement: 2-4 HD (tiny) 5-8 HD (small)

Combat:
Detect Thoughts (Su) at will: DC 12
Telepathy 100' (Su): DC 12

Psionics (caster level 2, DC 12):
1/hour: Blur
1/4 rounds: Whelm

Egg Move (Sp):
One of the following is added as a 1/4 rounds Psionic spell-like ability:
-Daze
-Faerie Fire
-Karmic Aura

Kirlia
Image
Small Aberration [Psychic]
Hitdice: 6d8 (27 hp)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft. or teleportation
AC: 16 (+1 size, +2 Dex +3 Insight), Touch 16, Flat-footed 11
Attacks: Unarmed +3 or by weapon.
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Unarmed 1d2-2 subdual or by weapon.
Special Attacks: Psionics, Egg Move
Special Qualities:
Detect Thoughts, Uncanny Dodge,
Telepathy, Lucky Chant
Saves: Fort +2, Ref +4, Will +9
Abilities: Str 6, Dex 14, Con 10, Int 17, Wis 19, Cha 21
Feats: Alertness (B), Improved Initiative, Stealthy,
Ability Focus: Confusion
Climate/Terrain: Any land near humanoids
Organization: Solitary or group (2-4)
CR: 4
Treasure: Standard
Alignment: Usually Good or Neutral
Advancement: 7-10 (small) 11-14 (medium)

Combat:
Detect Thoughts (Su) at will: DC 18
Telepathy 100' (Su): DC 18

Psionics (caster level 7, DC 18):
At Will: Blur, Whelm, Magic Missile
1/hour: Teleport, Confusion (DC 20)
1/day: Forcecage

Lucky Chant (Su):
As long as it is able to speak, Kirlia is not subject to critical
hits (but other effects such as Sneak Attack still work normally).
Additionally, while Lucky Chant is in effect, Kirlia adds its
Intelligence bonus as an Insight bonus to its AC.

Egg Move (Sp):
The egg move advances to an improved ability usable at will
-Daze -> Hold Person
-Faerie Fire -> Flaming Sphere
-Karmic Aura -> Karmic Backlash

Gardevoir
Image
Full body: http://www.psypokes.com/images/gardevoir.jpg
Medium Aberration [Psychic]
Hitdice: 14d8+14 (77 hp)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. or teleportation
AC: 18 (+2 Dex, +6 Insight), Touch 18, Flat-footed 10
Attacks: Unarmed +9 or by weapon.
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: Unarmed 1d3-1 subdual or by weapon.
Special Attacks: Psionics, Egg Move
Special Qualities:
Detect Thoughts, Uncanny Dodge, Telepathy, Lucky Chant
Saves: Fort +5, Ref +6, Will +14
Abilities: Str 8, Dex 14, Con 12, Int 23, Wis 21, Cha 27
Feats:
Alertness (B), Improved Initiative, Stealthy,
Ability Focus: Confusion, Ability Focus: Mass Charm,
Sudden Ability Focus
Climate/Terrain: Any land near humanoids
Organization: Solitary
CR: 14
Treasure: Standard
Alignment: Usually Good or Neutral
Advancement: 15-30 (medium)

Combat:
Detect Thoughts (Su) at will: DC 25
Telepathy 100' (Su): DC 25

Psionics (caster level 15, DC 25):
At Will:
Blur, Whelm, Magic Missile, Teleport, Confusion (DC 27),
Calm Emotions, Delayed (2 round) Final Rebuke
1/hour:
Forcecage, Mass Charm (Monster, DC 27), Whelming Blast,
Deep Slumber, Dream Eater (Empowered Vampiric Touch on sleeping foe)
1/day: Overwhelm, Heal, Planeshift

Lucky Chant (Su):
As long as it is able to speak, Gardevoir is not subject to critical
hits (but other effects such as Sneak Attack still work normally).

Egg Move (Sp):
The egg move advances to an improved ability usable at will
-Daze -> Hold Person -> Extended Hold Monster (3 minutes)
-Faerie Fire -> Flaming Sphere -> Twinned Blackfire (not black, deals Str instead of Con damage)
-Karmic Aura -> Karmic Backlash -> Quickened Karmic Retribution
Special note: These Pokemon seem to be the subjects of far too much porn. FUCKING CUT IT OUT ALREADY.
Last edited by Koumei on Sun Jul 13, 2008 10:33 am, edited 1 time in total.
Koumei
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Post by Koumei »

Now, for some additional abilities for the Char family. If I were to make them from scratch, Charmander would probably be a little too good to be a CR <1, and thus wouldn't be available as a level 1 starter. Also, they'd be of the Dragon type. I mean, look at Charizard, that is what a dragon IS.
Image

However, this is merely a case of extra abilities being added:

Charmader
Smoke Screen (Ex): Once per hour, Charmander can exhale a small cloud of smoke. Charmander gains Concealment while the smoke is still there (it will dissipate on its own in one minute if not blown away), and any within 5 feet must make a Fortitude save (DC 11) or become Sickened while in the area of effect. The save is Constitution based. This is a [Fire] effect.

Egg Move (Su): Charmander hatches with one of the following egg moves:
-Dragon Breath: Ember gains the benefits of Breath Flare. This is a [Dragon] effect.

-Belly Drum: Charmander may enter a Rage as a Barbarian equal to its hit dice. Doing so reduces its hit points by half, however, so it must be used wisely. This is a [Fighting] effect, and, in a Contest, awards zero points when it is used, instead doubling all points won on the next turn.

-Metal Claw: Charmander's claws deal damage as though made of Adamantine. Additionally, a Swift action can make them stronger, adding 2 damage to the next claw attack made with each claw. This is a [Steel] effect. In a Contest, this adds +4 to the next performance attempted.
Charmeleon
Thrash (Ex): when in a Rage or after being injured, Charmeleon may make a stronger attack. This attack is made as though its Strength were 6 points higher, and any target hit is knocked prone if the same size as or smaller than Charmeleon. This is a Standard action. If used two rounds in a row, Charmeleon becomes Fatigued afterwards. This is a [Normal] effect.

Smoke Screen: As Charmander.

Egg Move: Upgrades
-Dragon Breath: Flamethrower gains the benefit of Stunning Breath.
-Belly Drum: as before, continuing to increase with HD
-Metal Claw: The Swift action now adds 2d4 damage. Also, it may instead choose to add 2d6 Fire damage as a "Fire Claw" ability. Fire Claw is a [Fire] effect.
Charizard
Probably has a higher CR thanks to these abilities.

Thrash: as Charmeleon
Smoke Screen: as Charmander

Egg Move: Upgrades
-Dragon Breath: Flamethrower gains the benefit of Greater Stunning Breath.
-Belly Drum: as before, continuing to increase with HD
-Metal Claw: The Swift action now adds 3d6 damage, or 6d6 Fire damage. Also, it may instead deal 4d6 negative energy damage as a Shadow Claw. Any of these abilities, after the attacks have been made, grants a +4 Enhancement bonus to Strength for four rounds. Shadow Claw is a [Ghost] effect and has no miss chance against incorporeal foes.

Sunny Day (Sp):
As a Standard action, Charizard can cast a Mass Unearthly Heat. While it is in effect, all of Charizard's [Fire] abilities (except Sunny Day) are Empowered. After the duration expires, Charizard must wait one hour in order to use it again. The caster level is its HD minus 2. The save DC for the Sample Charizard is 21, and the caster level is 12. This is a [Fire] effect.

Blast Burn (Sp):
Once per hour, Charizard may cast a Twin Empowered Firestorm, but must spend one round resting afterwards. During this rest, Charizard counts as Dazed. The caster level is 2 less than its HD, so for the sample Charizard all in the area must make two separate DC 21 saves, each against 18d6 Fire damage. This is a [Fire] effect, In a Contest, every 5 points by which it exceeds the DC awards an additional point with no limit, however Charizard cannot act on the following round, gaining zero points.

Flare Blitz (Sp): As a Swift action, Charizard may cast Fire Shield. It may then dispel the effect by making a melee attack, dealing 1d6 extra Fire damage per HD and setting the opponent on fire for 2d6 Fire damage per round. Doing this deals 1d6 damage per 4 HD to Charizard. This may be cast once per 5 rounds. For the sample Charizard, it deals +14d6 Fire damage, and Charizard would take 3d6 damage. This is a [Fire] effect.

Overheat (Sp): Charizard may cast Deadly Sunstroke once per minute with a caster level of 2 less than its HD. The sample Charizard has a save DC of 21. This is a [Fire] effect.

Charizard cannot use two spell-like abilities in a row - at least one round must be spent doing something else in between, as it needs to spend time building up heat and fire.

Megavolution: if subject to a Megavolve effect, select one of the following benefits:
-X Form: Charizard loses Flying Pokemon Traits and gains Dragon Pokemon Traits. Its Strength score increases by +6 for the duration, and all natural weapons increase their damage size by one. If it has the Egg Move of Metal Claw, increase the bonus damage dice from d6 to d8 as well.
-Y Form: Charizard's Charisma score improves by +6 for the duration. Additionally, it gains the effects of the Drought Feat.
Last edited by Koumei on Mon Oct 14, 2013 12:11 am, edited 2 times in total.
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Post by Koumei »

People should add a few of their own here, too. Or tell me which ones they want to see done. Because I know there is the interest.

Red Gyarados

Image

There is, with any species, a 1/8192 chance of a Pokemon being born with strange new colouration. In the case of Gyarados, its armour plating is blood red, and unlike all other "shiny" Pokemon, who merely look different, it actually is superior and more powerful.

Note: usually a "Practically one of a kind" plot device critter, you might want to make it easier by allowing any 30HD Gyarados to become red if of sufficient happiness and taken to a mystical location, or say that two exceptional (extra HD, generally happy) Gyarados can produce a Magikarp that evolves into a Red Gyarados.
Huge Dragon [Water, Air]
Hitdice: 30d12+210 (405 hp)
Init: +3 (+3 Dex)
Speed: 30 ft., Swim 60 ft., Fly 200 ft. (poor)
AC: 31 (-2 size, +3 dexterity, +20 natural), Touch 11, Flat-footed 28
Base Attack/Grapple: +30/+55
Attacks: Bite +45, Tail Sweep +43
Face/Reach: 15 ft./10 ft.
Damage: Bite 4d6+25, Tail Slap 3d6+25
Special Attacks: Tail Sweep, Spell-like abilities, Hyper Beam, Ice Fang
Special Qualities:
Fire Resistance 30, DR 10/-, SR 30, Tremorsense 120 ft.
Frightful Presence, Lightning Vulnerability.
Saves: Fort +24, Ref +20, Will +19
Abilities: Str 45, Dex 16, Con 25, Int 10, Wis 14, Cha 19
Feats:
Blindfighting, Dodge, Endurance, Power Attack, Mobility,
Multiattack, Spring attack, Fly-by Attack, Snatch,
Improved Snatch, Swallow Whole
Climate/Terrain: Any deep aquatic.
Organization: Solitary
CR: 20
Treasure: Double Standard
Alignment: Usually Chaotic
Advancement: 31-35 HD (huge) 36-40 HD (gargantuan) 41-45 HD (colossal) 46-60 HD (awesome)

Combat:
Spell-like Abilities (Sp): At will: poduce flame, pyrotechnics, control weather, call lightning;
3/day: control winds, water ball, tidal surge, red tide, earthquake.
Caster Level 15, DC 29

Hyper Beam (Su): A Gyarados can emit a crushing beam of force from its mouth. The Hyper Beam follows the rules for a dragon's breath weapon, and is a 150 ft. long line. The beam inflicts 30d6 of force damage.

The sample Red Gyarados has a Save DC of 32 for its Hyper Beam.

Tail Sweep (Ex): A Gyarados can sweep its tail across many combatants simultaneously. The Gyarados gains Whirlwind Attack as a bonus feat, but can only use it to attack multiple opponents with a tail slap attack. A Gyarados can only bite one opponent in a round in which it uses this ability.

Lightning Vulnerability (Ex): Gyarados are naturally indisposed to take electrical damage and survive, and suffer a -10 penalty on any saving throw they are allowed against electrical damage. If an electrical effect allows no saving throw, the Gyarados simply suffers double damage and is sad.

Frightful Presence (Ex): A Gyardos generates a fear effect like a dragon.
The sample Red Gyarados has a Save DC of 29 for its Frightful Presence.

Tremorsense (Ex): A Gyarados can locate and target any creature or object in contact with the ground or water within 120 ft. of itself.

Ice Fang (Su): As Buizel/Floatzel
Last edited by Koumei on Sun Jul 13, 2008 10:17 am, edited 1 time in total.
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Post by Koumei »

It's Legendary time!

Groudon

Image
Colossal Dragon [Earth]
Hit Dice: 20d12+200+20 (350 hp)
Init: -1
Speed: 60 ft.
AC: 41 (-8 size, -1 Dex, +40 natural), Touch 1, Flat-footed 41
Attacks: Bite +27, 2 Claws +27, Tail Slap +27
Face/Reach: 50 ft. by 50 ft./30 ft.
Damage: Bite 4d6+15, Claws 3d6+7, Tail 8d6+30
Special Attacks: Improved Grab, Razor Tail, Ancient Power
Special Qualities: Drought, Spell-like Abilities, DR 15/-,
Fast Healing 3, Immunity to Electricity
Saves: Fort +22, Ref +11, Will +15
Abilities: Str 40, Dex 9, Con 30, Int 11, Wis 16, Cha 21
Feats: Multi-Attack, Improved Multi-Attack, Improved Toughness,
Fast Healing, Snatch, Improved Snatch, Swallow Whole,
INA: Tail (B), Ponderous Reflexes (B)
Climate/Terrain: Deep beneath the surface, surrounded by prehistoric Pokemon
Organization: Solitary (only one in existence)
CR: 20
Treasure: Triple.
Alignment: Neutral
Advancement: 21-25 HD (Colossal) 26+ HD (awesome)

Combat:
Improved Grab (Ex): This works on a succesful Bite. Grapple +51

Swallow Whole (Ex): A swallowed target must deal at least 50 points of
slashing damage to escape. Every turn they take 10d6 crushing damage
and 10d6 Fire damage inside the stomach of Groudon.

Ancient Power (Su): As Aerodactyl

Drought (Su): A permanent Daylight effect emanates from Groudon. It
cannot suppress this ability. Furthermore, any creature with the
Plant type, Undead type or [Water] subtype takes 1d8 desiccation
damage per round. A side effect of this is that all [Fire] abilities
are empowered in the area, even those that target Groudon.

Spell-Like Abilities (caster level 20, DC 25):
At will: Earthquake, Fireball, Cause Fear, Bull's Strength
3/day: Earth Power*, Empowered Detonate, Abyssal Rift, Excavate
1/day: Bulk Up (grow one size category for 1 minute)

*Earth Power: Empowered Fire-Admixtured Field of Icy Razors

Jirachi

Image
Diminutive Outsider [Psychic, Steel]
Hit Dice: 15d8+30 (97 hp)
Init: +14
Speed: 10 ft. Fly 50 ft. (perfect)
AC: 28 (+4 size, +10 Dex, +4 Insight), Touch 28, Flat-footed 14
Attacks: unarmed +16
Face/Reach: 5 ft. by 5 ft./5 ft.
Damage: 1
Special Attacks: Doom Desire
Special Qualities: Spell-like Abilities
Saves: Fort +13, Ref +21, Will +14
Abilities: Str 4, Dex 30, Con 15, Int 19, Wis 16, Cha 21
Feats: Improved Initiative, Sudden Ability Focus, Sudden Empower,
Great Fortitude, Lightning Reflexes, Iron Will
Climate/Terrain: Unknown
Organization: Solitary (only one in existence)
CR: 15
Treasure: Normal.
Alignment: Neutral Good
Advancement: 16+ HD (tiny)

Combat:

Spell-like Abilities (CL 15, DC 22):
At will: Confusion, Eagle's Splendor, Owl's Wisdom, Cat's Grace, Blink, Delayed (2 rounds) Overwhelm, Swift Magic Missile
3/day: Wish (spell-duplication only), Delayed (2 rounds) Heal, Cosmic Power (adds Charisma as deflection to AC for 1 minute)

Doom Desire (Su):
As a standard action, while under the effect of Cosmic Power, Jirachi may end Cosmic Power to call down a blast of intense light that obliterates just about all foes. After two rounds have passed, the light finally strikes, and all creatures within five hundred feet take 2d6 Light damage per level, ignoring all damage reduction, energy resistance, immunities and regeneration. Jirachi is immune, as are any creatures Jirachi feels like granting immunity to. If Jirachi is unconscious or dead when the light strikes, then only Jirachi is immune. A Reflex save may halve the damage (DC 22), however it cannot be fully negated by abilities such as Evasion. Only one Doom Desire can be preparing to strike at a time.
Spiritomb

Image
Spiritomb
Small Aberration [Incorporeal]
Hitdice: 12d8+60 (114 hp)
Init: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 30' (average)
AC: 17 (+1 size, +2 Dex, +4 Deflection), Touch 17, Flat-footed 15
Base Attack/Grapple: +9/+4
Attacks: Slam +12 melee touch attack
Face/Reach: 5 ft./5 ft.
Damage: Slam 1d4
Special Attacks: Sneak Attack +4d6, Ominous Wind
Special Qualities:
Spell-like Abilities, Psychic Immunity, Incorporeal
Saves: Fort +9, Ref +9, Will +10
Abilities: Str -, Dex 14, Con 20, Int 10, Wis 14, Cha 19
Feats: Improved Initiatve, Ability Focus: Ominous Wind,
Alertness, Lightning Reflexes, Sudden Ability Focus
Climate/Terrain: Abandoned Ruins/Deep Underground
Organization: Solitary
CR: 9
Treasure: Standard
Alignment: Usually Evil
Advancement: 13-15 HD (small), 16-20 (medium)

Combat:

Ominous Wind (Su):
A gust of eerie wind is summoned and sent out, covering two 5' squares per hit die (24 for the sample Spiritomb).
It must start adjacent to Spiritomb, and the squares must be connected as a single area.
All in the area take Cold damage equal to 3d6 + the Spiritomb's hit dice, double if they have the [Psychic] or [Psionic] subtype. A successful Fortitude save (DC 22, Charisma-based) halves this damage.
Additionally, all of Spiritomb's ability scores gain a +1 enhancement bonus for one minute. Multiple uses of the ability will increase the bonus by +1 each time, to a maximum of +6.
Ominous Wind may not be used two turns in a row.

Psychic Immunity:
Spiritomb is completely immune to all Psychic and Psionic effects.

Spell-like Abilities (caster level 10, DC 20):
At will: Damning Darkness, Vampiric Touch, Bestow Curse
3/day: Eyebite, Shadow Ball (Negative energy fireball)
1/day: Energy Drain

At 12 HD, it can cast Crushing Despair and Nightmare Terrain 3/day

At 15 HD it can unleash Gengar's Curse, and can cast Greater Curse 1/day

At 20 HD it can cast Weird 1/day
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Darkrai

Image
Medium Outsider [Evil]
Hitdice: 14d8+42+14 (119 hp)
Init: +4 (+4 Dex)
Speed: Fly 30' (average)
AC: 21 (+4 Dex, +7 Deflection), Touch 21, Flat-footed 17
Base Attack/Grapple: +14/+15
Attacks: unarmed +15 or thrown acid flask +18 ranged touch
Face/Reach: 5 ft./5 ft.
Damage: unarmed 1d4+1 or acid 1d6
Special Attacks: Dark Void, Dream Eater, Fling, Nightmare
Special Qualities: Spell-like Abilities, Psychic Immunity
Saves: Fort +12, Ref +13, Will +11
Abilities: Str 12, Dex 19, Con 16, Int 17, Wis 14, Cha 25
Feats: Dodge, Ability Focus: Dark Void, Stealthy,
Improved Toughness, Sudden Ability Focus
Climate/Terrain: Haunted houses
Organization: Solitary
CR: 14
Treasure: Standard
Alignment: Usually Evil
Advancement: 15-30 (medium)

Combat:

Dark Void (Su):
Once per 5 rounds, as a standard action, Darkrai can create
a vortex of empty nothingness. All within 50 feet of
Darkrai must make a Will save (DC 26) or fall into a deep
slumber for one minute. Those who fail but are immune to
sleep become blinded and cowered for the duration, and must
make another save in three rounds time or fall comatose.

Dream Eater (Su):
As a full-round action at will, Darkrai may eat the dreams
of an adjacent sleeping living creature. This is considered
a coup de grace, dealing 1d6 points of damage per 2 HD, and
forcing the target to make a Fort save (DC = damage dealt)
or fall into a permanent Coma, their Wis, Int and Cha all
dropping to zero. This heals Darkrai of damage equal to that
dealt, or completely restores all HP, ability damage/drain,
negative levels, poison, disease and other effects if the
target fails the save.

A victim can be released from the coma with a Wish, Miracle
or Break Enchantment effect. It restores their Int, Wis and
Cha to 1, and they return as normal. Until completely restored,
they are always shaken, and suffer the Nightmare spell whenever
they sleep.

Fling (Ex):
As a partial action, Darkrai may draw a thrown weapon, make a
Bluff check (+24) to feint against a target within 30 feet,
and throw the item. If they are caught flat-footed, it deals
+7d6 sneak attack damage.

Nightmare (Su):
All sleeping living creatures within 30 feet of Darkrai
suffer from terrifying nightmares. Every round they must make
a DC 24 Will save or take 1d6 points of nonlethal damage.
If their nonlethal damage reaches their HP, they instead take
1 point of Wisdom damage on a failed save.

Failing even one save causes the victim to wake up fatigued
and shaken.

Darkrai can, if for whatever reason it feels like doing so,
elect to suppress this ability, or even to grant immunity
to Nightmare spells (and natural nightmares) to those in
the area.

Spell-like Abilities (DC 24, caster level 14):
At will: Shadow Ball, Shadow Evocation, Fear, Nightmare,
Dream Sight, Restful Slumber, Dream Walk, Manifest Desire,
Manifest Nightmare, Chain of Sorrow, Dreaming Puppet

1/day: Mind Rape, Dominate Monster, Final Rebuke

Immunity to Psionics (Ex):
Darkrai is completely immune to psionic or psychic abilities.
It also gains Spell Resistance 12+HD against Enchantments and
Mind-affecting effects.

At 17 HD, it can cast Weird and Dominate Monster 3/day

At 19 HD, it can cast True Dominate 1/week

Rotom

Image
Tiny Elemental [Incorporeal, Electric, Air, Fire, Extraplanar]
Hitdice: 8d8+8 (44 hp)
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed: Fly 30' (perfect)
AC: 17 (+2 size, +3 Dex, +2 Deflection), Touch 17, Flat-footed 14
Base Attack/Grapple: +6/-2
Attacks: Poke +11 touch
Face/Reach: 5 ft./5 ft.
Damage: poke 1d6+3 electricity
Special Attacks: Ominous Wind
Special Qualities: incorporeal, electric possession, light,
Spell-like abilities, charge-up
Saves: Fort +3, Ref +9, Will +5
Abilities: Str -, Dex 16, Con 13, Int 12, Wis 10, Cha 15
Feats: Improved Initiative, Iron Will, Quicken Spell-like Ability
Climate/Terrain: Haunted houses
Organization: Solitary
CR: 5
Treasure: Standard
Alignment: Usually Neutral
Advancement: 9-20 (tiny)

Combat:

Ominous Wind (Su): As Spiritomb

Electric Possession (Su): Rotom can possess electric objects at will.

Light (Ex): Rotom naturally sheds a flickering blue-white light out to 30 feet.

Charge-Up (Ex):
Rotom is naturally electric. By spending an action charging up, the next
electric effect used (spell-like ability, spell, touch attack, whatever)
has its save DC (if any) improved and damage increased.
It must be used within 3 rounds, or the charge is lost, crackling brightly
and briefly expanding the Light effect to 100 feet for 1 round.
Standard action: +2 to the save DC, add 3d6 + Intelligence modifier to damage.
Full Round action: +4 to the save DC, double damage and add Intelligence modifier.

Spell-like Abilities (Caster level 8, DC 16):
At will: Shocking Grasp, Mirror Image, Shout, Sonic Snap
1/5 rounds: Lightning Bolt, Confusion, Electric Daze (Electric effect: Ref vs Daze 2 rounds)

At 12 HD, it gains "Call Lightning Storm" (as a constant effect that can be switched on/off at will)

At 16 HD, it can use Shadow Ball (Negative Energy fireball) 1/5 rounds and Daylight at will

At 20 HD, it can cast Rage and Empowered Electric Sphere at will, and Extended Storm of Vengeance 1/hour
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Maxus
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Post by Maxus »

We're allowed to make requests? Awesome.

Would you do the Torchic evolution? I have a great liking for Blaziken (Fire/Fighting for the win!)
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

Sure. Blaziken is kind of cool, and Combusken sounds like a meal.

Edit: Added Sky Uppercut, changed the Egg Move idea to something better, made it more melee-oriented and changed peck to a claw.

Torchic
Tiny Magical Beast [Fire]
Hitdice: 1d8 (4 hp)
Init: +3 (+3 Dex)
Speed: 20' Fly 10' (clumsy)
AC: 16 (+2 size, +3 Dex, +1 natural), Touch 15, Flat-footed 13
Base Attack/Grapple: +1/-9
Attacks: 2 Claws +5
Face/Reach: 5 ft./5 ft.
Damage: Claw 1d3-2 (19-20/x2)
Special Attacks: Sand Attack, Ember
Special Qualities: Focus, Fighting Style
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 6, Dex 17, Con 11, Int 8, Wis 10, Cha 13
Feats: (B) Weapon Finesse, INA: Claw
Climate/Terrain: Warm fields
Organization: Solitary
CR: 1/2
Treasure: Standard
Alignment: Usually Neutral
Advancement: 2-5 HD (tiny) 6-10 HD (small)

Combat:

Sand Attack (Ex):
As a move action, Torchic can kick sand and dust into the face of
an adjacent foe. If they rely on sight for vision, Torchic gains
Concealment against them for one round.

Ember (Su):
Once per 1d4+1 rounds, Torchic can unleash a small breath weapon
of flames in a 15' cone. All in the area take Fire damage equal
to 1d6 + Torchic's HD + its Charisma modifier, with a Ref save
(DC 10) for half. The save DC is Con-based.

The sample Torchic deals 1d6+2 Fire damage.

Focus (Ex):
If Torchic spends a Swift action focusing, and does not move more
than 5' in the round, its next Claw attack threatens a critical
on a natural 17-20. If Improved Critical is taken, this becomes 15-20.

Fighting Style (Su):
As an Egg Move, Torchic hatches knowing one Fighting Style, as per the monk.

Combusken
Small Magical Beast [Fire]
Hitdice: 6d8+12 (39 hp)
Init: +3 (+3 Dex)
Speed: 20' Fly 20' (clumsy)
AC: 16 (+1 size, +3 Dex, +2 natural), Touch 14, Flat-footed 13
Base Attack/Grapple: +6/+1
Attacks: 2 Claws +10, 2 Kicks +10
Face/Reach: 5 ft./5 ft.
Damage: Claw 1d4+1 (19-20), Kick 1d8+1 (20/x3)
Special Attacks: Sand Attack, Ember, Double-Kick, Quick Attack
Special Qualities: Focus, Bulk-Up, Master Fighting Style
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 15
Feats: (B) Weapon Finesse, INA: Claw, Multi-Attack, INA: Kick
Climate/Terrain: Warm fields
Organization: Solitary
CR: 4
Treasure: Standard
Alignment: Usually Neutral
Advancement: 7-10 HD (small) 11-15 HD (medium)

Combat:

Ember (Su):
Once per 1d4+1 rounds, Combusken can unleash a small breath weapon
of flames in a 30' cone. All in the area take Fire damage equal
to 3d6 + Combusken's HD + its Charisma modifier, with a Ref save
(DC 15) for half. The save DC is Con-based.

The sample Combusken deals 3d6+8 Fire damage.

Sand Attack (Ex): As Torchic

Double-Kick (Ex): Combusken is fast, and as such, can make two kick
attacks as an attack action, including on charges and attacks of
opportunity.

Quick Attack (Ex): Once per 5 rounds, Combusken may make a single Kick attack as a Swift or Immediate action. The target is denied their Dexterity bonus, so fast is the kick.

Focus (Ex): As Torchic

Bulk-Up (Sp): Once per minute, Combusken may grow one size category (with
+4 Str, -2 Dex, +2 natural armour) for three rounds as a Swift action.

Master Fighting Style (Su):
The Egg Move changes, now becoming a Master Fighting Style.

Blaziken
Medium Magical Beast [Fire]
Hitdice: 12d8+36 (90 hp)
Init: +8 (+4 Dex, +4 Improved Init.)
Speed: 40' Fly 30' (poor)
AC: 22 (+4 Dex, +6 natural, +2 Wis), Touch 16, Flat-footed 18
Base Attack/Grapple: +12/+14
Attacks: 2 Claws +17, 2 Kicks +17
Face/Reach: 5 ft./5 ft.
Damage: Claw 1d6+5 (17-20/x3), Kick 2d6+5 (20/x3) plus 3d6+3 Fire
Special Attacks: Sand Attack, Blaze Kick, Double-Kick,
Flare Blitz, Blast Burn, Augment Critical (Claw), Sky Uppercut
Special Qualities: Focus, Bulk-Up, Fighting Style, Armoured in Life
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 20, Dex 19, Con 17, Int 8, Wis 14, Cha 17
Feats: (B) Weapon Finesse, INA: Peck, Multi-Attack, INA: Kick
Improved Initiative, Dodge
Climate/Terrain: Warm fields
Organization: Solitary
CR: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: 13-19 HD (medium) 20+ HD (large)

Combat:
Sand Attack: as Torchic
Double-Kick: as Combusken
Flamethrower: as Charizard
Focus: as Torchic (changes to 15-20. Imp. Crit would make this 13-20)
Bulk-Up: as Combusken

Armoured in Life (Su): Blaziken adds its Wisdom modifier as a
bonus to AC, even touch attacks and when flat-footed.

Blaze Kick (Su): Blaziken's kicks add 3d6+Charisma Fire damage

Flare Blitz (Su): As Charizard

Sky Uppercut (Ex):
Blaziken can leap pretty damn high. It has a +4 bonus on Jump checks, for a total of +24, and can, as a Full Round action, make an upwards charge attack. This involves making a Jump check, and Blaziken moves 5' in the air for every 5 points made on the check. It can attack a target on the ground that is adjacent to it, or an over-head opponent - at either rate, the foe is carried with the punch, then launched into the air. It deals double normal claw damage if it hits, however the target also takes falling damage based on how far it must fall to hit the ground. It lands prone adjacent to Blaziken.

Fighting Style (Su):
The Master Fighting Style is now always active.

At 16 HD, it gains another Master Fighting Style

At 18 HD, it gains a Grand Master Fighting Style
Last edited by Koumei on Mon Jul 14, 2008 6:05 am, edited 1 time in total.
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Maxus
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Post by Maxus »

Hm. Well, some criticism...

They really should have a claw/Slash attack rather than a peck. I mean, Torchic gets physical as it grows up--Combusken's Pokedex entries mostly make reference to how well it kicks stuff, and Blaziken's two signature moves are Blaze Kick (where it puts its foot up the opponent's ass while the foot is on fire) and Sky Uppercut (which has always been a totally sweet mental image for me).

I'd make these changes:

Claw: 1d4 for Torchic, 1d6 for Blaziken, 1d8 for Blaziken. Blaziken gets Augmented Critical because by now it's using Slash.

Kick (read: Slam) Attack for Combusken and Blaziken. Either as a Dungeonomicon Monk's Slam attack with double their strength bonus, or just upgrade the damage die a size (1d8 for Combusken, 2d6 for Blaziken).

Side Note: I just checked all the stats of all twelve starting evolutions on Serebii.net. Blaziken has THE best attack out of all of them. Holy shit.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Maxus »

Double Post
Last edited by Maxus on Mon Jul 14, 2008 3:45 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

Thanks - I didn't really know much about how Blaziken plays. I started with Torchic in Sapphire, then there was a huge gap where I didn't play it, and then I realised "I don't know what I'm up to, now." and started again...

With Mudkip.

I think Blaziken's better now, more ass-kicking oriented. And I know Torchic is only Fire, and it's at Combusken that it is Fire/Fighting, but what the hell, it starts with a Fighting Style.
Last edited by Koumei on Mon Jul 14, 2008 1:44 pm, edited 1 time in total.
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Post by Maxus »

Awesomely awesome.

As a side note, If you ever feel like restarting Sapphire, go with Torchic. Blaziken is indeed awesome to use.

Keep trying until you get a female Torchic, and then later you can breed it with a Camerupt to get a Torchic with Rock Slide and probably Flamethrower.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

I probably will at some point - I might restart Emerald, I'm not very far in that and haven't played it in ages. That being said, I just bought Explorers of Time today, so I have a busy time ahead of me playing that and attempting to capture Darkrai.

Anyway, some more personal favourites...

Rhyhorn
Medium Elemental [Earth]
Hitdice: 4d8+8 (26 hp)
Init: +0 (+0 Dex)
Speed: 30' Burrow 20'
AC: 16 (+6 natural), Touch 10, Flat-footed 16
Base Attack/Grapple: +3/+5
Attacks: Gore +5
Face/Reach: 5 ft./5 ft.
Damage: Gore 1d6+3 (19-20/x4)
Special Attacks: Trample, Augmented Critical, Stampede
Special Qualities: DR 4/-, Electricity Immunity,
Acid Weakness, Quadroped, Invincible Charge
Saves: Fort +6, Ref +1, Will +0
Abilities: Str 15, Dex 10, Con 15, Int 6, Wis 8, Cha 11
Feats: Power Attack, Improved Bullrush
Climate/Terrain: Underground
Organization: Solitary, pair or herd (4-8)
CR: 3
Treasure: Standard
Alignment: Usually Neutral
Advancement: 5-10 HD (medium) 11-14 HD (large)

Combat:
Trample: Rhyhorn can trample Small creatures or smaller.
It deals 1d8+3 damage (for the sample Rhyhorn) and the
save DC is 14.

Stampede (Ex): When Rhyhorn makes a charge attack, it
is practically an unstoppable force. Everything in its
path can either step aside (if there is room to do so)
as a non-action or stand there like an idiot. If they
stand there, then they may make an attack of opportunity.
If that doesn't stop the Rhyhorn, it gets a free horn
attack and may attempt a bullrush as well.

Acid Weakness (Ex):
Rhyhorn takes double damage from acid, and gets pissed off.

Invincible Charge (Ex):
When Rhyhorn charges, it doubles its DR and gains Mettle
and immunity to critical hits. These last until its next
turn begins.

Rhydon
Medium Elemental [Earth]
Hitdice: 10d8+30+10 (85 hp)
Init: +0 (+0 Dex)
Speed: 30' Burrow 20'
AC: 22 (+12 natural), Touch 10, Flat-footed 22
Base Attack/Grapple: +7/+15
Attacks: Gore +11, Tail +11, two Slams +9
Face/Reach: 5 ft./5 ft.
Damage: Gore 1d6+6 (19-20/x4), Tail 1d6+6, Slam 1d6+2
Special Attacks: Trample, Augmented Critical, Stampede,
Earthquake, Scary Face, Horn Drill, Powerful Build
Special Qualities: DR 7/-, Electricity Immunity,
Acid Weakness, Two Stances, Invincible Charge
Saves: Fort +10, Ref +3, Will +3
Abilities: Str 19, Dex 10, Con 17, Int 8, Wis 10, Cha 13
Feats: Power Attack, Improved Bullrush, Multi-Attack,
Improved Toughness
Climate/Terrain: Underground
Organization: Solitary, pair or herd (4-8)
CR: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: 11-15 HD (medium) 16-20 HD (large)

Combat:
Trample (Ex): as Rhyhorn, 1d8+8, DC 19
Stampede (Ex): As Rhyhorn
Earthquake (Sp): Once per hour, DC 16, CL 10

Scary Face (Su): Rhydon can make itself look
extra fierce, being able to make an Intimidate
check as a Swift action (+14)

Horn Drill (Ex): Whenever it scores a critical
hit with a Gore attack, Rhydon deals 4 points
of Constitution damage through blood loss.

Powerful Build (Ex): You know how it works.
Acid Weakness (Ex): As Rhyhorn
Invincible Charge (Ex): As Rhyhorn

Two Stances (Ex): Rhyhorn can happily move
about on two or four legs. On four legs, it
gains a +10' bonus to move speed, and all
the benefits of being a quadroped. On two
legs, it is able to make Slam attacks, but
cannot Stampede.

Rhyperior
Large Elemental [Earth]
Hitdice: 14d8+70+14 (147 hp)
Init: -1 (-1 Dex)
Speed: 30' Burrow 20'
AC: 26 (-1 size, -1 Dex, +18 natural), Touch 8, Flat-footed 26
Base Attack/Grapple: +10/+21
Attacks: Gore +16, Tail +16, two Slams +16
Face/Reach: 10 ft./10 ft.
Damage: Gore 2d6+10 (19-20/x4), Tail 1d8+10, Slam 1d8+3
Special Attacks: Trample, Augmented Critical, Stampede,
Spell-like Abilities, Scary Face, Horn Drill, Poison
Special Qualities: DR 9/-, Electricity Immunity,
Acid Weakness, Bipedal, Invincible Charge
Saves: Fort +14, Ref +3, Will +6
Abilities: Str 25, Dex 8, Con 21, Int 12, Wis 14, Cha 17
Feats: Power Attack, Improved Bullrush, Multi-Attack,
Improved Toughness, Improved Multi-Attack
Climate/Terrain: Underground
Organization: Solitary, pair or herd (4-8)
CR: 14
Treasure: Standard
Alignment: Usually Neutral
Advancement: 15-18 HD (large) 19-20 HD (huge)

Combat:
Trample 2d6+14, DC 24
Stampede (no longer quadroped-only
Scary Face +20
Horn Drill
Acid Weakness
Electricity Immunity
Invincible Charge

Spell-like Abilities (CL 14, DC 20):
At Will: Earthquake, Stone Spikes, Crumble
1/day: Rock Wrecker (all in 100'/CL take 2d6/CL bludgeoning,
Fort half, leaves an enormous crater and a sandstorm)

Poison (Ex):
It takes a move action to generate a dose, coating the horn.
A dose lasts for 3 rounds before disintegrating. The DC is
22, and the damage is 1d6 Str/1d6 Str.

At 20 HD it can use Rock Wrecker 3/day.
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