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## Pokedex Redone

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Koumei
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### Pokedex Redone

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Post by Koumei » Mon Sep 05, 2022 7:43 am

(Paul Heyman impression) MY CLIENT has expressed interest in reviving this. But with things like "HD = CR" and "Type doesn't have to determine your BAB and stuff". So we are beginning here. First we have the post that establishes a lot of base info going forward. After that, I'll be "sort of" going through by Pokedex Number: one post for the Bulbasaur family, then the Charmander family etc. But when I get to Meowth I'll cover Meowth, Alolan Meowth, Galaran Meowth, Persian, Alolan Persian and Purrserker. Likewise the Eevee post will have all Eeveelutions.
Let me know if I leave something as ? or X or XXX or (REFER TO BOOK X) or whatever.
Links to the actual pokemon themselves
Training and Pokemon Trainers
If you don't want the actual trainers in your game, don't use them. The way you handle it isn't my problem. At any rate, anybody can basically raise and look after their pokemon, and this is important because there are things you can train a pokemon to do that it won't normally think of doing. As such, when one advances under the care of a trainer, they get to choose the Skills, Feats and Ability Score increases. Additionally, there are some things a pokemon can do with love and training, such as knowing it can use sharp claws to hack away at entangling vines, or carrying people on its back. Additionally, wild pokemon probably shouldn't use more than the last four activated Special Attacks they learn, needing the coaching of a trainer in order to utilise their full array of attacks.
Types
So D&D and Pokemon both take different approaches to typing and weaknesses and resistances. This pokedex will use normal D&D Types to determine Favoured Enemy by standard Rangers, whether Animal Growth affects them and so on, however every creature created to be a pokemon has subtypes that grant its Pokemon Types. These will in fact remove a lot of the existing traits automatically applied (such as Plants being Immune to Poison and half the things being Immune to Mind-Affecting effects), and apply their own traits. These will be spelled out for every single creature so you don't need to look it up every time, but are also listed below so I can copy-paste them each time for easy reference if a creature changes Types. Also, we are killing another sacred cow: the Type does not determine the hit die type (BAB progression, Saving Throws etc). Sometimes these will happen to match, and that's grand. But every critter will spell out its hit die progression.
[spoiler]
Bug Traits: [Bug] Pokemon can be affected as though Vermin, even if they lack the Vermin Type. They do not, however, have the usual Vermin traits. They are weak against [Fire], [Flying] and [Rock] attacks, and resist [Fighting], [Grass] and [Ground] attacks. The natural weapons of Vermin creatures are treated as [Bug] attacks unless they deliver poison - in that case they're [Poison] type.
Dark Traits: [Dark] Pokemon are weak against [Bug], [Fairy] and [Fighting] attacks, and resist [Dark] and [Ghost] attacks. They are considered Immune to [Psychic] attacks, meaning they always resist them regardless of other Types, and furthermore their minds cannot be read or influenced as though they had a Mind Blank effect that cannot be dispelled. However they can still be moved by Telekinesis for instance.
Dragon Traits: [Dragon] Pokemon can be affected as though Dragons, even if they lack the Dragon Type. They do not, however, have the automatic Dragon traits, and don't innately age as true dragons and get access to [Epic] feats. They are weak against [Dragon], [Fairy] and [Ice] attacks, and resist [Electric], [Fire], [Grass] and [Water] attacks. The natural weapons of Dragons (the D&D Type) are treated as [Dragon] attacks.
Electric Traits: [Electric] Pokemon are weak against [Ground] attacks, and resist [Electric], [Flying] and [Steel] attacks. They cannot be Staggered or Paralyzed. They can generate sufficient electricity to power various machines and devices with a Size up to one category larger than their own. Anything that deals Electricity damage is treated as an [Electric] attack unless specified otherwise.
Fairy Traits: [Fairy] Pokemon can be affected as though [Fey], even if they lack the Fey Type. This also means they are considered Spirits. They are weak against [Poison] and [Steel] attacks, and resist [Bug], [Dark] and [Fighting] attacks. They are considered Immune to [Dragon] attacks, meaning they always resist them regardless of other Types, and have Evasion against anything described as a Breath Weapon, and immunity to the Frightful Presence ability of dragons.
Fighting Traits: [Fighting] Pokemon are weak against [Fairy], [Flying] and [Psychic] attacks, and resist [Bug], [Dark] and [Rock] attacks. Attacks made with manufactured weapons (but not improvised ones) and the unarmed attacks of Monks are considered to be [Fighting] attacks.
Fire Traits: [Fire] Pokemon do not have the usual effects of the [Fire] Subtype, nor the Elemental Type. They are weak against [Ground], [Rock] and [Water] attacks, and resist [Bug], [Fairy], [Fire], [Grass], [Ice] and [Steel] attacks. They suffer no damage from being set on fire, suffer no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned. Anything that deals Fire damage is considered a [Fire] attack unless specified otherwise.
Flying Traits: [Flying] Pokemon are weak against [Electric], [Ice] and [Rock] attacks, and resist [Bug], [Fighting] and [Grass] attacks. [Flying] Pokemon all have a Fly Speed - if they do not have one in their statistics, they gain an [Average] Fly Speed equal to their normal speed. They are considered Immune to [Ground] attacks, meaning they always resist them regardless of other Types, and of course if they are actually flying, most ground-based attacks can't affect them.
Ghost Traits: [Ghost] Pokemon can be affected as though [Incorporeal] Undead, even if they lack the Undead Type. They are also considered Spirits. They do not gain any of the usual traits of Undead such as Immunity to [Mind-Affecting] effects, Poisons and Sneak Attack. They are weak against [Dark] and [Ghost] attacks, and resist [Bug] and [Poison] attacks. [Ghost] Type Pokemon all have the ability to manifest into the corporeal world, in which case they always resist [Normal] and [Fighting] attacks regardless of other Types, but can essentially interact with the world normally. They can also fade back into the Ethereal Plane, in which case the usual rules for [Incorporeal] Ethereal creatures apply. Negative Energy effects are treated as [Ghost] attacks and thus are actually Super Effective against [Ghost] Pokemon rather than healing them (but in return, [Ghost] Pokemon heal normally from Positive Energy), and Ghost Touch weapons are always treated as the better of [Ghost] or their normal type (almost always [Fighting]) for the purpose of damaging targets.
Grass Traits: [Grass] Pokemon can be affected as though Plants, even if they lack the [Plant] Type. They do not have any of the usual traits of Plants such as Immunity to Poison. Instead, they are weak against [Bug], [Fire], [Flying], [Ice] and [Poison] attacks, and resist [Electricity], [Grass], [Ground] and [Water] attacks. [Grass] Pokemon cannot be affected by the special attacks Cotton Spore, Leech Seed, Magic Powder, Poison Powder, Pollen Puff (apart from the healing application), Powder, Rage Powder, Sleep Powder, Spore, and Stun Spore. They also cannot be affected by Spells and effects that are described as being powder, pollen or spores - such as Gnome Blight. All [Plant] Pokemon will have something in the description specify what they eat, but it's usually some percentage of sunlight, then either "stuff in the soil" or "bugs" or "whatever fits in their mouth".
Ground Traits: [Ground] Pokemon do not have the usual effects of the [Earth] Subtype, nor the Elemental Type. They are weak against [Grass], [Ice] and [Water] attacks, and resist [Poison] and [Rock] attacks. They are considered Immune to [Electric] attacks, always resisting them regardless of other Types. All [Ground] Type Pokemon have a Burrow Speed - if one is not listed, they gain one equal to their normal Speed. They can always choose whether or not to leave tunnels behind them. They also have the ability to swim through sand at their normal speed, and when burrowing or sand-swimming, take no damage or effect from any kind of [Electric] attack. When simply touching the ground, they have Evasion against [Electric] attacks. [Ground] Type Pokemon do not suffer any damage or impediments from sand storms, dust storms, loose sand, quicksand or rough stony terrain, and indeed have Resistance equal to their hit dice against all energy types (even obscure ones) in sand storms and dust storms.
Ice Traits: [Ice] Pokemon do not have the usual effects of the [Cold] Subtype, nor the Elemental Type. They are weak against [Fighting], [Fire], [Rock] and [Steel] atacks, and resist [Ice] attacks. They cannot be frozen solid or suffer frostbite, frostburn or hypothermia, and they are also immune to Dexterity damage (but not drain). They suffer no damage or impediment from hail, ice storms, snow storms, naturally occurring blizzards, cold weather and similar - even things like Black Ice and Blood Snow - and enjoy DR 5/- in snow storms and 10/- in hail and heavy blizzards. They can move through slush at their normal speed without penalty, and do not slip over on ice. Indeed, they can move at double their normal movement speed when moving across ice. Anything that deals Cold damage is considered to be an [Ice] attack unless specified otherwise.
Normal Traits: [Normal] Pokemon can be affected as though Animals, even if they lack the Animal Type. They do not get the usual traits of Animals. They are weak against [Fighting] attacks, and are considered Immune to [Ghost] attacks, always resisting them regardless of other Types. [Normal] Type Pokemon are completely immune to the [Ghost] attacks of creatures that are not manifest on the same Plane as they are - Ethereal creatures must manifest in order to target them with [Ghost] attacks. They are also immune specifically to possession (but not simple mind control and domination). The natural weapons of Animals and Magical Beasts are, unless specified otherwise, treated as [Normal] attacks.
Poison Traits: [Poison] Pokemon are weak against [Ground] and [Psychic] attacks, and resist [Bug], [Fairy], [Fighting], [Grass] and [Poison] attacks. [Poison] Type Pokemon cannot be Poisoned, and thus are immune to the majority of poison effects in D&D, but can still take (reduced) damage from things like Gunk Shot. If a natural weapon inflicts Poison, it is treated as a [Poison] attack unless the specific creature or natural weapon states otherwise. This takes precedence over things like Vermin and Animals being [Bug] and [Normal] attacks respectively. [Poison] Type Pokemon harmlessly absorb toxic spikes and sludge just by stepping on or in them, and when holding (or covered in) the Black Sludge item/substance, they don't take damage, instead gaining Fast Healing 1.
Psychic Traits: [Psychic] Pokemon are weak against [Bug], [Dark] and [Ghost] attacks, and resist [Fighting] and [Psychic] attacks. [Psychic] Type Pokemon can all communicate with other intelligent creatures via Telepathy to 100 feet, and are considered to have the [Psionic] Subtype for games that use these. Any spell or psychic power that is a [Mind-Affecting] effect is considered a [Psychic] effect, as are Telekinesis-based powers and [Force] effects. [Psychic] Pokemon can activate Psionic devices such as Dorjes as though the relevant powers were on their class list, but the Type itself doesn't grant them Power Points or similar.
Rock Traits: [Rock] Pokemon do not have the usual effects of the [Earth] Subtype, nor the Elemental Type. They are weak against [Fighting], [Grass], [Ground], [Steel] and [Water] attacks, and resist [Fire], [Flying], [Normal] and [Poison] attacks. [Rock] Type Pokemon are not harmed or impeded by sand storms, dust storms or rough stony terrain, nor do they risk slipping on gravel and loose stones. All [Rock] Type Pokemon have a Climb Speed (and the benefits that go along with this - a +8 Racial Bonus to Climb checks and the ability to take 10 on Climb checks even when threatened or rushed). If none is listed in the creature entry, they gain one equal to their normal Speed. The natural weapons of Earth Elementals are considered to be [Rock] attacks.
Steel Traits: [Steel] Pokemon can be treated as Constructs even if they aren't - but they do not have the usual Construct traits regardless. They are weak against [Fighting], [Fire] and [Ground] attacks, and resist [Bug], [Dragon], [Fairy], [Flying], [Grass], [Ice], [Normal], [Psychic], [Rock] and [Steel] effects. They are considered Immune to [Poison] attacks, always resisting them regardless of other Types and they can never be Poisoned or Diseased in any way (so tend to be immune to most forms of Poison attack in D&D). They suffer no damage or impediment from sand storms, dust storms, hail, ice storms similar, and are not harmed by rough stony terrain. They are considered to be made of magnetic metal for the purpose of spells and effects (and actual magnets for that matter), but as living creatures they are not simply destroyed by rust effects: they are always allowed a Fortitude Save to resist, with failure resulting in them suffering 1d6 damage per Caster Level (for spells) or hit die (for creatures). The natural weapons of metal Constructs are considered to be [Steel] attacks.
Water Traits: [Water] Pokemon are always treated as having the [Water] Subtype, but do not have the usual traits of it, or the Elemental Type. They are weak against [Electric] and [Grass] attacks, and resist [Fire], [Ice], [Steel] and [Water] attacks. They cannot necessarily breathe water just fine - they must still have the [Aquatic] or [Amphibious] Subtype (and many in fact do). They all have a Swim Speed (along with the usual benefits of a Swim Speed). If the entry does not state one, they gain a Swim Speed equal to their normal Speed. The natural weapons of Water Elementals are considered [Water] attacks, as are spells that are described as hitting people with water.
[/spoiler]
Weaknesses and Resistances
Various Types have weaknesses and resistances. For this project, if something is Weak and Resistant to an effect (such as Flying/Normal receiving a Fighting attack), they cancel out, and having more than two Types can result in having two Resistances and a Weakness, cancelling out to regular Resistance, but multiple Weaknesses do not stack, nor do multiple Resistances: either it's Super Effective, it is normally Effective, or it is Not Very Effective. If a Type grants Immunity, this project instead treats it as always being Resistant regardless of other Type(s), as well as being immune to certain effects in-game (for instance you can't affect something you can't reach, so Flying types that are currently flying can't be hit by most Ground attacks, but absolutely can be if they land). Resistance reduces the damage of an incoming move by an amount equal to the receiver's hit dice to a minimum of zero. Weakness increases the damage of an incoming move by an amount equal to the attacker's hit dice. Every monster entry will list what Weaknesses, Resistances and Immunities they already have, so you do not need to keep checking a table.
Pokebilities
Certain traits will have the [Pokebility] tag. That is a Pokemon Ability - the things that the actual Pokemon games refer to as Abilities. The only reason for this is that certain attacks and Abilities actually negate or otherwise affect Abilities, and if those things are going to exist in this, there needs to be a way to determine what actually gets affected (seeing as "ability" is too broad and undefined a term in D&D and the intent is not for Gastro Acid to suppress "Archon Traits", although you might want to let it suppress things like "Aura of Menace" - feel free to have arguments at the table!).
Rare Traits
Some pokemon will be listed as having rare traits (ie some Hidden Abilities and Egg Moves). A normal one will not have any of these. If there is a herd or swarm of pokemon, some of these should be present within the group, though it might take some effort to discover. If somebody goes looking for specific pokemon, then there should be a roll involved (typically Survival) as well as looking in the right place (you won't find a Sealeo in the desert). And if the roll beats the DC by 10 or more, the discovered pokemon should have a rare trait. Finally, rare traits can be passed down by breeding - from either parent. If a pokemon has the Pin Missile and Sniper special attacks as rare traits, then even if one parent knows Pin Missile and the other has Sniper, the resulting offspring is able to have both - if hatched basically in the wild they have a 50% chance for each (or 100% if both parents have the given trait), but a DC 20 skill check (using the relevant Knowledge skill for their creature Type) to raise them from an egg can guarantee such traits are passed down. Note that it does not have to be known as a rare trait for the parent in question. So a regular Beedrill with Twin Needle could pass it down to something that learns it as a rare trait.
Tutor Moves
Each entry will list a creature's Tutor Moves. A pokemon is able to learn these if taught, which can be the result of class features, feats or special items. However, creatures are not assumed to have these in the wild, and a creature with such moves can often punch above its weight (by gaining access to attacks more powerful than its CR should have) or cover its usual weaknesses in manners which make them hard to beat. A pokemon can also learn any attack on its normal progression list as a Tutor Move, but not Rare Traits.
Advancement
The intent here is that every pokemon has a CR equal to its hit dice. The exception here is those that start at 1 HD, which are CR 1/2. To advance one of these to CR 1, increase two of its ability scores by 4 each, and another two by 2 each. A trainer raising one from CR 1/2 can choose where the increases go. After this, every time a pokemon gains a hit die, its Challenge Rating also increases by 1. They typically gain new abilities as they level (and undergo evolution), but aside from this, at every extra hit die, you may increase an ability score by 2, but the same score cannot be chosen twice in a row. Note that when they evolve, their ability scores change to those of the new form - a CR 1/2 creature that evolves at 4 HD would just have the standard ability scores for the second form, and not add 2x +4 and 2x +2 and then three increases of +2. Similarly, Ability Score increases gained at every four hit dice are already factored in. Skill Points and Feats aren't automatically reallocated elsewhere, however: Skill Points are reduced if necessary because of Intelligence being reduced, and a trainer can choose to reallocate Skill Points and Feats, but they don't have to revert their specially raised friend to the standard set-up.
Mega-Evolution
Certain pokemon can Mega-Evolve. This requires them to hold the relevant Mega-Stone, and have a high affection rating with their trainer, who must hold a Keystone. Mega-Evolution lasts for one minute per level of the trainer, and the same trainer cannot have more than one creature be Mega-Evolved at the same time, even if one of the creatures is stored within its pokeball, or has fainted. If a creature is able to Mega-Evolve, the effects are spelled out in its creature description.
I will not be using Dynamax/Gigantimax in this, firstly because I'ven't played 8Gen so have an excuse, secondly because it's a mechanic that adds new tactical depth to the actual video game battles in a void, but is still pretty stupid, making no sense to the actual world and not translating very well to D&D. Also the Max Moves that just raise or lower stats are typically viewed as the best (particularly in the case of Speed), but are the most boring, compared to changing the weather. But some things have special Gigantimax forms and don't have Mega-Evolutions so I might use the former as inspiration for the latter for them. Likewise, Max Moves that are interesting might still become available for Mega-Evolved creatures.
Weather and Terrain
These are all special effects that can be generated by various Pokemon attacks, and interact in different ways. However many of these can also occur naturally - Harsh Sun is the same as the sun actually being out and the weather being Hot or more, Grassy Terrain is any thick, tall undergrowth that reduces movement speed for most people. Certain Special Attacks and Abilities, or even Feats, can interact specially with various Terrain and Weather, and those effects are explained in the write-ups for those abilities. This just covers the universal effects.
[spoiler]
Electric Terrain: this leaves the ground visually charged with static, and sparking, which is bad news for volatile explosives, and it does vaguely electrolyze water in small amounts if that really matters to you. Perhaps more importantly, this prevents anything touching the ground from falling asleep (but not being rendered Comatose), allows them to ignore the effects of being Fatigued (although it does not prevent or heal the condition itself), and prevents Drowsiness for those touching the ground. Additionally, everything on the ground suffers maximum damage from [Electric] attacks. Regular D&D effects that could cause this could be planar leaks from the Para-Elemental Plane of Electricity (Positive+Air), or spells that deal Electricity damage to an Area of Effect for a non-instantaneous Duration.
Grassy Terrain: this leaves the ground covered in thick, dense grass, up to the knees for Medium bipedal creatures. This causes everything touching the ground to suffer maximum damage from [Grass] attacks and minimum damage from [Ground] attacks. It also grants Fast Healing 1 to everything touching the ground. It can be removed by anything that deals Fire or Slashing damage to an Area of Effect, and regular D&D effects that could cause this include various spells that make a lot of grassy ground. I'm fine with Entangle for instance doing that, but discuss it with Mister Cavern.
Hail Storm: hail is covered in It's Cold Outside (and the DMG for that matter), but this also has a special effect in Pokemon: [Ice] creatures gain DR 10/- while it is in effect, and all creatures suffer a -4 Penalty on Saving Throws to avoid being frozen solid, or suffering frostbite, frostburn, or hypothermia. Spells and effects that reduce the weather to Extreme Cold or Unarthly Cold should probably also cause this.
Harsh Sunlight: harsh sunlight is considered to be any situation in which the sun is in fact visible and the temperature is also Hot or more. Aside from the normal D&D effects, this prevents anyone from being frozen solid (and causes frozen creatures to thaw out), causes burns and "being on fire" to deal twice as much damage, and causes all creatures in the area to suffer maximum damage from [Fire] attacks and minimum damage from [Water] attacks.
Extremely Harsh Sunlight: this is a special variant of harsh sunlight, normally only caused by Primal Groudon in Pokemon. However, any situation in which the sun is visible and the temperature is also Extreme Heat or hotter, or any time the temperature is Unearthly Heat or Burning Heat regardless of sun, this can be considered to apply. This functions the same as Harsh Sunlight, except [Water] effects will completely fail (even non-attacking effects), and prevents any other weather from being caused, other than the introduction of Torrential Downpour or Overwhelming Winds.
Misty Terrain: the ground is bathed in a very low-lying, magical mist - this isn't an ordinary mist that is high enough to obscure vision, it carries fey magic within it. It grants everything touching the ground a resistance to [Dragon] attacks, as well as preventing any debilitating Conditions from being afflicted to them (but not healing or suppressing existing ones). If a Fey creature summons Mist or Fog with a Spell-Like Ability, you should let them be able to create Misty Terrain in the same Area instead.
Overwhelming Winds: in Pokemon this is only caused by Mega-Rayquaza, but this can be considered to apply any time the winds are of Hurricane or Tornado strength. [Flying] creatures in the area no longer have any weaknesses from the [Flying] Subtype (although they can still have weaknesses from their other types, Terrain etc). Additionally, no other weather can be caused, other than the introduction of Extremely Harsh Sunlight or Torrential Downpour.
Psychic Terrain: a strange energy affects the landscape, giving a faint glow to things and causing pebbles and such to levitate just a few inches. This causes all creatures touching the ground to receive maximum damage from [Psychic] attacks, but also causes all Attacks of Opportunity and Immediate Action attacks to fail automatically against them. Additionally, manifesters of Psionics may treat their Manifester Level as four higher for the purpose of how far they can Augment powers by spending additional PP, and regain a single PP per round. This can be caused by powerful Psionic powers that cover an Area of Effect for multiple rounds.
Rain Storm: if the rain is at least heavy enough to affect flames and visibility (as the DMG), then in addition to the usual effects described in the DMG, this also causes everything in the area to take maximum damage from [Water] attacks and minimum damage from [Fire] attacks. This also douses any ongoing flames.
Torrential Downpour: a particularly heavy form of rain normally only caused by Primal Kyogre in Pokemon, this applies any time the rain is a downpour that causes flooding, or if people are actually in the Plane of Water, or completely underwater to the point that nobody could reach the surface in a round. It functions as a Rain Storm, except causes all [Fire] effects to fail outright (even non-attacking abilities), and prevents any other weather from being caused, other than the introduction of Extremely Harsh Sunlight or Overwhelming Winds.
Sandstorm: covered in It's Hot Outside and the DMG, a sandstorm in Pokemon also grants [Ground] creatures Resistance equal to their hit dice against all kinds of energy damage.
[/spoiler]
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Special Conditions: a number of new conditions are introduced thanks to Pokemon. Additionally, it is worth noting that any creature that has failed the saving throw against Primary damage from Poison, but has yet to save against the Secondary effects, is considered to "be poisoned", for the sake of certain effects. Additionally, if Poisoning causes an ongoing condition other than Ability Damage/Drain (such as sleep or paralysis), or they suffer another condition from a [Poison] effect, as long as a creature is affected, they are also considered to be poisoned.
Burned: certain effects cause harsh burns. These don't just deal damage, the actual pain and tissue damage (or burning of ethereal essence or whatever) reduces the offensive output of such creatures. Burned creatures deal half damage with natural or manufactured weapons and every round they do more than take a single Move Action, they suffer 2d6 points of Non-Lethal heat damage - except for creatures that are Immune to Non-Lethal damage, they take actual Fire damage. It can be cured by Restoration (including the Greater variety), Heal (including the Greater and Mass varieties), Panacaea or Dispel Fire.
Drowsy: some effects don't quite put people to sleep, they just cause drowsiness. Drowsiness is still considered a Sleep effect, and can be cured or prevented as such. It causes creatures to suffer a -4 Penalty to all saving throws against Sleep effects, and to Reflex Saves, and denies them their Dexterity Bonus to Armour Class. This is removed as soon as the creature suffers damage or falls asleep.
Frostburned: severe cold is able to cause damage as severe as burns, afflicting creatures with deadly chills and impeding concentration. This is not the same as the same effect from It's Cold Outside. Frostburned creatures deal half damage with all attacks that are not attacks with natural or manufactured weapons, and every round they do more than take a single Move Action, they suffer 2d6 points of Non-Lethal Cold damage - except for creatures that are Immune to Non-Lethal damage, they take actual Cold damage. It can be cured by Restoration (including the Greater variety), Heal (including the Greater and Mass varieties), Panacaea or Dispel Cold.
Last edited by Koumei on Sat Sep 10, 2022 9:14 am, edited 3 times in total.

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Koumei
  Serious Badass
  Posts: 13796
  Joined: Fri Mar 07, 2008 7:54 pm
  Location: South Ausfailia

### Re: Pokedex Redone

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Post by Koumei » Mon Sep 05, 2022 7:45 am

Bulbasaur
Small Plant [Grass, Poison], CR 1/2
9 10 13 8 14 13
1d8+1 (5 HP), Init +0, Speed 20', Climb 10'
BAB/Grab: +0/-5
-Slam +0 melee (1d4-1)
-Vine Whip +1 melee (1d2-1)
AC: 12 (+1 Size, +1 Natural Armour), Flat 12, Touch 11
Fort +3 Ref +0 Will +4
Feats: Skill Focus (Growl)
Skills: Intimidate +8 (+12 see below), *Use Rope +4
Special Attacks: Vine Whip, Growl
Special Qualities: Plant's Diet
Rare Traits: Ingrain, Curse, Toxic, Leaf Storm, Amnesia, Chlorophyll
Tutor Moves: Magical Leaf, Venoshock, Grassy Terrain, Bullet Seed, Body Slam, Swagger
Advancement: 1-20 hit dice (Small); it usually Evolves into Ivysaur at 4 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Fortitude and Will, 2 + Int skill points
You see a creature somewhat similar to a toad, or perhaps a stout, sturdy lizard - two feet tall, and more than two feet wide, standing firmly on all fours. It has a wide mouth with blunt teeth, but more notable is the large plant bulb upon its back, similar to a garlic clove.
Grass and Poison Traits: Bulbasaur does not have any of the usual traits of Plants such as Immunity to Poison. Instead, it is weak against [Fire], [Flying], [Ice] and [Psychic] attacks, and resists [Electricity], [Fairy], [Fighting], [Grass] and [Water] attacks. It cannot be affected by the special attacks Cotton Spore, Leech Seed, Magic Powder, Poison Powder, Pollen Puff (apart from the healing application), Powder, Rage Powder, Sleep Powder, Spore, and Stun Spore. They also cannot be affected by Spells and effects that are described as being powder, pollen or spores - such as Gnome Blight. It also cannot be Poisoned, and thus is immune to the majority of poison effects in D&D, but can still take damage from things like Gunk Shot. Bulbasaur harmlessly absorb toxic spikes and sludge just by stepping on or in them, and when holding (or covered in) the Black Sludge item/substance, it doesn't take damage, instead gaining Fast Healing 1.
Vine Whip (Ex): Bulbasaur is able to use its vines to attack as a Whip, as though proficient with it and using the higher of its Strength or Dexterity for attack rolls. This deals non-lethal damage and has the same restrictions on dealing damage as a regular whip. This reaches to 15 feet, but can still make attacks to 5 and 10 feet. With training, it can learn to use this as a 15' rope, granting a +4 Racial Bonus to Use Rope checks with it. At 2 hit dice, it can choose to deal lethal damage and can damage foes regardless of Armour or Natural Armour. At 4 hit dice, it can make two such attacks with a Standard Action and can use them to count its Strength as 6 points higher for the purpose of pulling things closer, lifting them above its head, or pulling itself up with encumbrance. This is a [Grass] attack.
Growl (Ex): Bulbasaur gains a +4 racial bonus on Intimidate checks made to Demoralise a foe able to hear it. This is a [Normal] [Sonic] effect.
Plant's Diet: Bulbasaur's diet consists 10% of sunlight and air, and 90% of soil, plant feed and so on.
Skills: Bulbasaur's Climb speed grants it a +8 racial bonus on Climb checks and allows it to take 10 on Climb checks even when rushed or threatened. It has a +4 Racial Bonus to Hide checks (in addition to the Size Bonus) in dense plant-based terrain.
At 2 hit dice, its Natural Armour increases by 1 and it learns Growth and Leech Seed.
Growth (Su): with a Full Round Action, Bulbasaur can grow one size category larger, adjusting its Space, Reach, Natural Armour, Ability Scores, Natural Weapons and so on as though growing via hit dice. This lasts for one minute. In Harsh Sunlight, this instead causes it to grow two categories larger. In Rain, Hail or Dust, the growth only lasts for five rounds. This cannot be used multiple times in a row to grow more than once. This is a [Grass] effect.
Leech Seed (Su): once per five rounds with a Standard Action, Bulbasaur can fire a magical seed at a foe within 30 feet as a Ranged Touch Attack. If it hits, the seed implants itself and takes root. As long as the target is within 60 feet of Bulbasaur, at the start of each of its turns it loses 1d8 hit points, ignoring DR and Resistances, and Bulbasaur recovers an equal amount of lost hit points. As soon as the target is reduced to zero hit points or is more than 60 feet from Bulbasaur, the effect ends and the seed crumbles into dust. This is a [Grass] effect.
At 3 hit dice, it learns Razor Leaf and Poison Powder.
Razor Leaf (Ex): once per three rounds, Bulbasaur may use a Full Round Action to fire a spray of razor sharp leaves out to Close Range. It makes one ranged attack roll, with a successful hit dealing 1d6 Slashing damage per 3 hit dice (round up). It has a threat range of 15-20, with a x2 Critical Multiplier. This can be used to target objects and 5' cubes of terrain, slashing through things like bushes, snow clumps, packed earth and mud, small trees and heavy undergrowth. This is a [Grass] effect.
Poison Powder (Ex): once per hour, Bulbasaur may unleash a cloud of fine powder out to Close Range. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Poisoned, taking 1d6 Con damage and being Sickened for one minute. At the end of this minute, they must save again or suffer another 1d6 Constitution damage as the secondary damage. This is a [Poison] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Bulbasaur, rendering it unable to use it for the hour but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Bulbasaur as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 1,500 GP, and a DC 20 Craft (Alchemy) check can then dilute and refine it into one thousand ounces of harmless exotic perfume, each selling for 5 GP.
Rare Traits:
Ingrain (Ex): with a Full Round Action, a Bulbasaur with this ability may set roots into the ground beneath it - providing it is standing on something softer than solid stone. This prevents it from being lifted, tripped or moved about without also lifting or moving the entire ground beneath it, down to five feet. Additionally, it is unable to move into another space on its own, and gains Fast Healing 3. It may end this effect as a Move-Equivalent Action. This is a [Grass] effect.
Curse (Su): a Bulbasaur with this ability may curse itself - a strange idea, but one that can be of benefit. This is a Standard Action that can be performed once per hour, and causes Bulbasaur to be Slowed for ten minutes. For the same duration, it gains a +4 Enhancement Bonus to Strength, Constitution and Natural Armour. This is an actual curse so can be removed in the usual ways, but is also a [Ghost] effect. If it passes this to a [Ghost] creature, or indeed gains the [Ghost] Subtype, this works completely differently: it can cast Bestow Greater Curse at will, but takes damage equal to double its hit dice total every time it does so.
Toxic (Ex): if Bulbasaur has this attack, it may use a Standard Action to spit or squirt a stream of deadly toxins out to Close Range - this requires a Ranged Touch Attack to hit, and can be used once per ten minutes. If it hits, the target must attempt a Fortitude Save against Poison with a Save DC of 10 + half its hit dice + its Constitution Bonus, or suffer 1d6 Con damage. Once poisoned, they must then save again every round at the end of their turn or suffer ability damage again, until either they die, the poison is neutralised, or they successfully save against it three rounds in a row, fighting the toxins off completely. This is a [Poison] effect. This can be harvested like Poison Powder, producing a single dose that is administered by contact, with a value of 3,000 GP.
Leaf Storm (Su): a Bulbasaur with this special attack may use it once per hour with a Standard Action, unleashing a storm of leaves in a Cone out to Close Range (or Medium Range if the user is Huge or bigger). All in the area suffer 2d6 damage per hit die as a [Grass] attack, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), and are also hit by Strong Wind (Severe if Large, Windstorm if Huge, Hurricane if Gargantuan or Tornado if Colossal or bigger) for one round, potentially needing to save against it or suffer the effects. As soon as this attack resolves, the user suffers 4 points of temporary Charisma Damage from the overexertion and consumption of natural energy.
Amnesia (Su): a Bulbasaur with this ability may, with a Standard Action, deliberately forget all of its worries in life. It just stops caring about problems, and as such gains a +8 Resistance Bonus to Will Saves, and the Slippery Mind ability of a Rogue. These last for one minute. This is a [Psychic] effect.
Chlorophyll (Ex): if Bulbasaur has this trait, then when in Harsh Sunlight its movement speeds are doubled, and it gains a +4 Circumstance Bonus to Initiative and Reflex Saves. This is a [Pokebility].
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Ivysaur
Small Plant [Grass, Poison], CR 4
15 12 17 10 18 16
4d8+16 (34 HP), Init +1, Speed 20', Climb 10'
BAB/Grab: +3/+1
-Slam +6 melee (1d4+2)
-Vine Whips +6/+6 melee (1d2+2)
AC: 15 (+1 Size, +3 Natural Armour, +1 Dexterity), Flat 14, Touch 12
Fort +7 Ref +2 Will +8
Feats: Skill Focus (Intimidate), Improved Toughness
Skills: Intimidate +13 (+17 see below), Use Rope +11
Special Attacks: Vine Whip, Growl, Razor Leaf, Leech Seed, Poison Powder, Sleep Powder
Special Qualities: Plant's Diet, Growth
Rare Traits: Ingrain, Curse, Toxic, Leaf Storm, Amnesia, Chlorophyll
Tutor Moves: Magical Leaf, Venoshock, Grassy Terrain, Bullet Seed, Body Slam, Swagger, Power Whip
Advancement: 5-20 hit dice (Small); it usually Evolves into Venusaur at 7 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Fortitude and Will, 2 + Int skill points
The creature that stands before you is about three feet tall, and slightly broader than that across the shoulders, standing solidly on all fours. The large plant bulb upon its back is starting to open, revealing pink petals within, with leaves starting to sprout over its body.
Plant's Diet: Ivysaur's diet consists 25% of sunlight and air, and 75% of soil, plant feed and so on.
Sleep Powder (Ex): once per hour, Ivysaur may unleash a cloud of fine powder that extends ten feet from it in all directions. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or fall Asleep for ten minutes (or until woken up normally). A DC 15 Survival check can harvest a dose from a cooperative (or dead) Ivysaur, expending an hourly use but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Ivysaur as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 1,500 GP, and a DC 20 Craft (Alchemy) check can then dilute and refine it into fifty ounces of relatively harmless sedatives to help people sleep, each selling for 50 GP. This is a [Poison] effect.
At 5 hit dice, it learns Seed Bomb and Take Down.
Seed Bomb (Su): with a Full Round Action, Ivysaur can compress a cluster of seeds within the bulb on its back then launch it at high pressures. This is resolved with a Ranged Attack out to Medium Range, and on a successful hit it explodes apart, dealing 1d6 Bludgeoning damage per hit die. This is a [Grass] attack, and can be used to plant clusters of actual seeds deep into the ground, allowing for various plants to grow later.
Take Down (Ex): whenever Ivysaur uses its Slam attack at the end of a charge, it deals damage as though three Size Categories larger, and as though its Strength were 10 points higher (2d6+7 for the sample one). It may also attempt a free Trip Attack on the foe as part of this. At the same time as it deals damage to the target, it also suffers regular Slam damage against itself (1d4+2 for the sample one). This is a [Normal] attack.
At 6 hit dice, its Natural Armour increases by 1, and it learns Sweet Scent and Grass Knot:
Sweet Scent (Ex): with a Full Round Action, Ivysaur may allow its scent glands to release a sweet-smelling substance that carries easily on the breeze. All creatures within Medium Range of it are subject to a Calm Emotions effect (Save DC 10 + half its hit dice + its Charisma Bonus). If used two rounds in a row, those in the area suffer as though inside a Mind Fog (same DC). If used for three consecutive rounds, those in the area must make a Will Save (same DC) or be Fascinated until either something distracts or threatens them as usual or until one round after Ivysaur ceases to use its Sweet Scent. This may be used a total number of rounds per day equal to double its hit dice, and individual uses can be extracted the same as with Poison Powder. One round's worth of this can be diluted into ten ounces of exotic perfume that sells for 100 GP per ounce and provides a +2 Alchemical Bonus to Bluff and Diplomacy checks in noble circles. This is a [Grass] effect.
Grass Knot (Ex): with a Standard Action, Ivysaur may make a Trip attack anywhere within reach of its Vine Whips, with Size counting in reverse for both it and the target - it gains a +4 Size Bonus and a Large target would receive a -4 Size Penalty. A tripped Medium creature suffers 1d10 points of damage, but damage scales up for larger targets (2d8, 3d8, 4d8, 6d8) and down for smaller targets (1d8, 1d6, 1d4, 1d3). This is a [Grass] attack.
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Venusaur
Medium Plant [Grass, Poison], CR 7
19 10 21 10 20 20
7d10+42 (80 HP), Init +0, Speed 30', Climb 15'
BAB/Grab: +5/+9
-Slam +9 melee (1d6+4)
-Vine Whips +9/+9 melee (1d3+4)
AC: 18 (+8 Natural Armour), Flat 18, Touch 10
Fort +10 Ref +2 Will +13
Feats: Skill Focus (Intimidate), Improved Toughness, Iron Will
Skills: Intimidate +18 (+21 see below), Use Rope +14
Special Attacks: Vine Whip, Growl, Razor Leaf, Leech Seed, Poison Powder, Sleep Powder, Seed Bomb, Take Down, Grass Knot, Petal Blizzard
Special Qualities: Plant's Diet, Growth, Sweet Scent
Rare Traits: Ingrain, Curse, Toxic, Leaf Storm, Amnesia, Chlorophyll
Tutor Moves: Magical Leaf, Venoshock, Grassy Terrain, Bullet Seed, Body Slam, Swagger, Power Whip, Bulldoze, Terrain Pulse, Earthquake
Advancement: 8-10 hit dice (Medium), 11-18 hit dice (Large), 19+ hit dice (Huge)
Hit Dice: 1d10 HP, Medium BAB, Good Fortitude and Will, 2 + Int skill points
This creature is only slightly shorter than a human despite being on all fours, and the giant exotic flower upon its back brings that height above that of most men. The flower is in full bloom, and there seem to be fern-like growths to it, along with a strong, sickly-sweet smell.
Plant's Diet: Venusaur's diet consists 50% of sunlight and air, and 50% of soil, plant feed, toxic sludge and so on.
Petal Blizzard (Su): with a Standard Action, Venusaur may unleash a powerful attack, hurling razor-sharp flower petals all around it. Everything within 15 feet of it suffers 1d10 Slashing damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus), all unattended objects in the way with a Hardness less than that of Iron are shredded (typically destroying Difficult Terrain), and until the start of its next turn, Venusaur has Concealment. This is a [Grass] effect.
At every even hit die, its Natural Armour increases by 1. At 8 hit dice, it learns Synthesis.
Synthesis (Su): once per minute, Venusaur may use a Full Round Action to focus on absorbing light and air to heal itself. In normal light, this restores 1d8 hit points per 2 hit dice. In rain, hail, snow or sandstorms, or indoors or heavily overcast conditions or shadowy illumination, it only restores 1d6 hit points per two hit dice. In total darkness, it only restores 1d8 hit points. In strong sunlight or better, it restores 1d6 hit points per hit die. This is a [Grass] effect.
At 9 hit dice, it learns Worry Seed and Weather Ball:
Worry Seed (Ex): at will, Venusaur may use a Standard Action to fire a seed out to Close Range with a Ranged Touch Attack. If it hits, the seed latches on and digs in, dealing a single point of Piercing damage. It continues to bother and disturb the target until they receive magical healing or a Remove Disease effect, or receive a Heal check (DC 10 + Venusaur's hit dice), preventing them from sleeping in the meantime. They can still become Drowsy, Fatigued and Exhausted, but cannot specifically fall asleep. This also means the target has trouble concentrating (as a "Distracting Spell" - see the Concentration skill), and is unable to take ten on checks unless an ability allows them to do so "even when rushed or threatened". This is a [Grass] effect.
Weather Ball (Su): with a Standard Action at will, Venusaur may unleash a compressed sphere of atmospheric energy with a Ranged Touch Attack to Medium Range. This deals 1d8 Bludgeoning damage per 2 hit dice and is a [Normal] effect. In harsh sunlight, it is a [Fire] attack that deals 1d6 damage per hit die. In heavy rain, it is a [Water] attack that deals 1d6 damage per hit die. In a sandstorm, it is a [Ground] attack that deals 1d6 damage per hit die. In snow or hail, it is an [Ice] attack that deals 1d6 damage per hit die. In overwhelming winds, it is a [Flying] attack that deals 1d6 damage per hit die. If no other weather applies and it is night time, this is a [Dark] attack that deals 1d6 damage per hit die. Theoretically, the planar hellscapes of D&D could create other effects such as [Poison] in acid rain, and any such transformation increases the damage to 1d6 per hit die.
At 10 hit dice, it learns Double Edge.
Double Edge (Ex): whenever Venusaur uses its Slam at the end of a charge, not only does Take Down apply, but the damage is maximised (for both) and doubled (for both). As such, a standard Venusaur would suffer 20 damage while the target would take 50 damage.
At 11 hit dice, it learns Grass Pledge and Sludge Bomb.
Grass Pledge (Su): with a Standard Action once per hour, Venusaur recites the pledge of allegiance to Grass (not a drug reference), and creates an eruption of living energy from the ground, rising violently. This is a 15' radius Burst within Medium Range, and deals 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Grass] effect that leaves the affected area glowing green for one round. If Fire Pledge is then activated in the same area, the damage of Fire Pledge is 1d8 per hit die and the area ignites instead of glowing, causing the effects of a (stationary, very small) Forest Fire for one minute. If Grass Pledge is activated in the same area as the blue glow of Water Pledge, the area doesn't glow, it instead becomes a quagmire, treated as a Deep Bog for one minute.
Sludge Bomb (Ex): Venusaur may use a Standard Action once per minute to launch a glob of toxic sludge as a Ranged Touch Attack out to Close Range. If it hits, the target suffers 1d6 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are also Nauseated for one round and suffer 2 points of Constitution damage. Whether it hits or not, the ball explodes into a blast of goo, and everything within ten feet of the target suffer 1d8 damage per 2 hit dice with a Reflex Save for half (same DC). This is a [Poison] effect.
At 12 hit dice, it learns Solar Beam.
Solar Beam (Su): with a Full Round Action, Venusaur can absorb light energy around it, providing it is not in utter darkness. In harsh sunlight or on the Plane of Radiance or Positive Energy Plane, or in the same round as being hit by [Light] damage, this only takes a Swift Action. Upon gathering the energy, this can be unleashed as a Standard Action before the end of its next turn. Unleashing this fires an intense beam of light, still powered by the energy of plants, as a Ranged Touch Attack out to Medium Range. If this hits, it deals 1d10 damage per hit die and the target must make a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Blinded for one round. In snow, hail, rain, fog, partial darkness or sandstorms, this only deals 1d6 damage per hit die. This is a [Grass] effect.
At 13 hit dice, it learns Earth Power.
Earth Power (Su): once per ten minutes with a Standard Action, Venusaur may make the ground explode in geothermal power or something to that effect. This affects a 10' radius Blast in Medium Range, affecting everything on the ground and up to ten feet above it, turning the area into Difficult Terrain. This deals 1d6 damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the save falls Prone. This also happens to leave hard terrain churned up nicely for planting things. This is a [Ground] effect.
At 14 hit dice, it learns Frenzy Plant.
Frenzy Plant (Ex): once per hour, as long as it is not Fatigued or Exhausted, Venusaur may unleash the greatest might of the forests, causing thick vines, shrubs and bushes to sprout all around it, even with trees growing suddenly in places. This requires a Full Round Action, and leaves Venusaur Exhausted until it rests. More importantly, everything within thirty feet suffers 10 damage per hit die of Venusaur, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus), the whole are becomes extremely dense plant terrain, and then there is thick plant terrain out to fifty feet, and some amount of plant life grows out to one hundred feet. This is a [Grass] effect.
At 15 hit dice, it learns Maximum Vine Lash, which may only be used when Mega-Evolved.
Maximum Vine Lash (Su): once per minute, Mega-Venusaur can slam a target repeatedly with vines, making a total of six Vine Whip attacks, dealing damage as though one size category larger. Additionally, more giant vines spring from the ground in the occupied space of everything that was hit and adjacent to them, functioning as [Grass] type Evard's Black Tentacles that uses Mega-Venusaur's hit dice total for the Caster Level and Charisma for its Strength. The vines only last for five rounds. This is a [Grass] effect.
Mega-Evolution: when Venusaur becomes Mega Venusaur, it grows larger, sturdier and heavier. Its body puffs out with multiple layers, its jaws widen, and extra palm-like fronds and leaves burst forth from it, as well as additional flowers. It gains the Powerful Build special quality, and the Thick Fat ability. If it has Chlorophyll, this is temporarily suppressed. Additionally, its Natural Armour increases by 2, its Strength, Charisma and Wisdom each increase by 4 points and its Constitution increases by 6 points (granting Temporary Hit Points).
Thick Fat (Ex): Mega-Venusaur gains Resistance to [Ice] and [Fire] effects, cancelling out the weaknesses gained from its [Grass] Type. This is a [Pokebility].
Last edited by Koumei on Sun Sep 25, 2022 11:11 am, edited 1 time in total.

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Koumei
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### Re: Pokedex Redone

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Post by Koumei » Sun Sep 11, 2022 9:55 am

Charmander
Small Magical Beast [Fire], CR 1/2
13 10 9 8 13 14
1d8+2 (6 HP), Init +0, Speed 20'
BAB/Grab: +1/-2
-2 Claws +3 melee (1d3+1)
AC: 12 (+1 Size, +1 Natural Armour), Flat 12, Touch 11
Fort -1 Ref +2 Will +3
Feats: Toughness
Skills: Intimidate +10*
Special Attacks: Ember, Growl
Special Qualities: Fiery Tail
Rare Traits: Solar Power, Belly Drum, Bite, Dragon Tail, Metal Claw
Tutor Moves: Thunder Punch, Will-O-Wisp, Weather Ball, Shadow Claw, Acrobatics, Dragon Pulse, Iron Tail
Advancement: 1-20 hit dice (Small); it usually Evolves into Charmeleon at 4 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Reflex and Will, 2 + Int skill points
The creature standing before you looks like an orange bipedal salamander of sorts, standing 2 feet tall. A flame burns at the end of its tail.
Fire Traits: Charmander does not have the usual effects of the [Fire] Subtype. It is weak against [Ground], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fire], [Grass], [Ice] and [Steel] attacks. It suffers no damage from being set on fire, suffers no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned.
Ember (Su): with a Standard Action, Charmander can exhale a spray of embers and sparks from its mouth. This requires a Standard Action, and reaches out to 25 feet. If it succeeds on a Ranged Touch Attack, the target suffers 1d8 points of Fire damage, and must attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or catch fire. This is a [Fire] attack, and causes objects and terrain to ignite.
Growl (Ex): Charmander gains a +4 racial bonus on Intimidate checks made to Demoralise a foe able to hear it. This is a [Normal] [Sonic] effect.
Fiery Tail: Charmander's tail constantly burns away, emitting heat and light as a torch. This cannot be smothered or doused, but it is said that should the fire go out, Charmander dies - in actuality, the causation is reversed there. The more damage Charmander takes, the dimmer its tail will glow, so careful observation can tell how healthy it is.
At 2 hit dice, it learns Smoke Screen and it gains Weapon Focus and Weapon Specialisation with "All Natural Weapons" as Bonus Feats.
Smoke Screen (Ex): with a Standard Action, Charmander can exhale a cloud of smoke in a 15' Cone, that lingers for 1 round. This blocks Line of Sight just like fog, and anyone in the area must make a Fortitude Save (DC 10 + half its hit dice + its Charisma Bonus) or be Blind for 1 round, and then suffer a -2 Penalty on all attack rolls for 1 minute. This can be used once per five rounds, and is a [Fire] effect.
At 3 hit dice, it learns Dragon Breath.
Dragon Breath (Su): with a Standard Action once per 5 rounds, Charmander can unleash a powerful breath weapon consisting of draconic energies - resembling blue fire, electromagnetic energy and concussive force. This extends in a Line out to Close Range, and deals 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save become Anchored in place for three rounds. This is considered to be a Dragon's Breath Weapon for all intents and purposes, and is a [Dragon] effect.
Rare Traits:
Solar Power (Su): if Charmander has this Special Ability, it burns its own life energy when exposed to harsh sunlight. This causes it to suffer a -4 Penalty to Constitution in such cases, instantly losing hit points in excess of its new lower "maximum". However, any damage it deals other than Slashing, Piercing and Bludgeoning is increased by +1 per die rolled. This is a [Pokebility].
Belly Drum (Ex): with a Full Round Action, a Charmander with this ability can hammer on its own stomach, injuring itself severely but pumping itself up to become incredibly strong. This causes it to take damage equal to half its maximum hit points (round down), and grants it an Enhancement Bonus to Strength equal to its (unmodified) Strength score - that is to say, its Strength is doubled before any other modifiers are applied. The enhancement lasts for one minute, and once it ends, Charmander becomes Fatigued. This is a [Normal] effect.
Bite (Ex): a Charmander with this ability gains a Primary Bite natural weapon that deals damage as though one size larger than it is (typically dealing 1d6 plus its Strength Bonus). Anything bitten with an Attack of Opportunity must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately. This is a [Dark] attack.
Dragon Tail (Ex): if Charmander has this special attack, it gains a Secondary Tail natural weapon that deals 1d6 Bludgeoning damage for a Small creature, plus one and a half times its Strength Bonus, and is a [Dragon] attack. If used to attack on its own as a Standard Action, this also allows a free Bullrush attempt, without provoking an Attack of Opportunity and without needing to move in order to move the target more than 5 feet. The Bullrush attempt gets a bonus equal to the amount of damage rolled. This is also a [Dragon] attack.
Metal Claw (Su): if Charmander has this special attack, it may make its Claw attacks as [Steel] effects, and they deal damage as though one size category larger (stacking with Enhanced Claws upon evolving). Additionally, they penetrate DR and Hardness as though made of Adamantium, and have an Innate +1 Enhancement Bonus (as though actual magic weapons). This is a [Steel] effect.
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Charmeleon
Small Magical Beast [Fire], CR 4
16 17 10 12 15 18
4d8+4 (22 HP), Init +3, Speed 20'
BAB/Grab: +4/+3
-2 Claws +9 (1d4+5) or Bite +6 (1d4+1 plus 1d6 Fire*)
AC: 16 (+1 Size, +2 Natural Armour, +3 Dexterity), Flat 13, Touch 14
Fort +1 Ref +7 Will +6
Feats: Improved Toughness, Multiattack, B: Weapon Focus (All Natural Weapons), B: Weapon Spec (All Natural Weapons)
Skills: Intimidate +15*, Balance +10, Spot +9
Special Attacks: Ember, Growl, Dragon Breath, Smoke Screen, Enhanced Claws, Fire Fang
Special Qualities: Fiery Tail
Rare Traits: Solar Power, Belly Drum, Bite, Dragon Tail, Metal Claw
Tutor Moves: Thunder Punch, Will-O-Wisp, Weather Ball, Shadow Claw, Acrobatics, Dragon Pulse, Iron Tail, Fire Blast
Advancement: 5-10 hit dice (Small), 11-20 hit dice (Medium); it usually Evolves into Charizard at 7 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Reflex and Will, 2 + Int skill points
This bipedal lizard-like creature stands at about three feet tall, with almost-red scales, and a single horn jutting backwards from its head. It has sharp claws, a fire-tipped tail, and by the look of its facial expression, a bad attitude.
Fire Traits: Charmeleon does not have the usual effects of the [Fire] Subtype. It is weak against [Ground], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fire], [Grass], [Ice] and [Steel] attacks. It suffers no damage from being set on fire, suffers no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned.
Enhanced Claws (Ex): Charmeleon's Claws deal damage as though one size category larger than it actually is.
Fire Fang (Su): Charmeleon has a secondary Bite attack that deals an additional 1d6 points of Fire damage for every 4 hit dice it has (round up). This will set combustible things on fire and even pre-cook a lot of meals. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or suffer a Burn. A target will always catch fire on a Critical Hit. This is a [Fire] attack.
Fiery Tail: Charmeleon's tail constantly burns away, emitting heat and light as a torch. This cannot be smothered or doused, but it is said that should the fire go out, Charmeleon dies - in actuality, the causation is reversed there. The more damage Charmeleon takes, the dimmer its tail will glow, so careful observation can tell how healthy it is.
At 5 hit dice, it learns Slash and Fire Spin.
Slash (Ex): with a Standard Action, Charmeleon may make a single Claw attack that has a base damage of 1d6 for a Small creature (and thus 1d8 for Charmeleon as it is still a Claw attack) and a Critical value of 15-20/x2. If it has Improved Critical (Claw attacks), this does indeed become 9-20/x2. It ignores Hardness of 5 or less, and deals double damage against unattended objects (or triple on a critical hit). This is a [Normal] attack.
Fire Spin (Su): once per hour, Charmeleon can use a Full Round Action to whirl up and unleash a fire tornado. This creates a blaze adjacent to Charmeleon that is the same Size, except twice as tall with a minimum of 10' (so 10' tall and filling a 5' square normally and when Medium, but a Large Charmeleon would create a 10x10' square that is 20' tall, and a theoretical Colossal Charmeleon would create a 40x40' square that is 80' tall). This then travels 20' directly away from Charmeleon, and will continue to do so every round for 1d4 rounds, plus one per 3 hit dice (round up) before petering out. If exposed to water, it ceases instantly. Anything that touches the flames suffers 1d8 Fire damage per 4 hit dice of Charmeleon (round up) and, if the same size as Charmeleon or smaller, must succeed on a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or be pulled in. Those that are pulled into the fire remain trapped until rescued by some stronger effect or the tornado ends. Flying creatures are allowed an additional Reflex Save each round to escape into an adjacent space (same DC) as a Move Action. Every round something remains trapped in the tornado, they suffer the Fire damage again, and while they can act normally (save for being unable to leave, carried with the flaming winds), they suffer a -4 Penalty to Dexterity, a -2 Penalty on attack rolls, and must succeed on a Concentration check (DC 10 + Charmeleon's hit dice + Spell Level) to cast a spell. A fire tornado can only hold as many creatures as actually fit in its area. This is a [Fire] attack, and pretty much incinerates plant-based terrain and melts snow and ice.
At 6 hit dice, its Natural Armour increases by 1, and it learns Flamethrower.
Flamethrower (Su): once per three rounds, Charmeleon can unleash a mighty breath weapon, a Cone that reaches out to Close Range and deals 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw catch fire if they only failed by 1-3 (ie if the DC was 17 and they rolled a 14-16), and suffer a Burn if they failed by more than this amount. Should Charmeleon be Large or larger, any failure results in a Burn. This is a [Fire] attack that melts snow and ice, and incinerates plant life, starting fires.
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Charizard
Medium Dragon [Fire, Flying], CR 7
22 17 12 12 15 22
7d10+14 (52 HP), Init +3, Speed 30', Fly 50' (Good)
BAB/Grab: +7/+13
-2 Claws +14 (1d6+6) and Bite +12 (1d6+3 plus 2d6 Fire*)
AC: 18 (+3 Dexterity, +5 Natural Armour), Flat 15, Touch 13
Fort +3 Ref +8 Will +7
Feats: Improved Toughness, Multi-Attack, Skill Focus (Intimidate), B: Weapon Focus (All Natural Weapons), B: Weapon Spec (All Natural Weapons)
Skills: Intimidate +19, Balance +13, Spot +12
Special Attacks: Ember, Growl, Dragon Breath, Smoke Screen, Enhanced Claws, Fire Fang, Slash, Fire Spin, Flamethrower, Air Slash, Dragon Claw
Special Qualities: Ever-Burning Tail
Rare Traits: Solar Power, Belly Drum, Bite, Dragon Tail, Metal Claw
Tutor Moves: Thunder Punch, Will-O-Wisp, Weather Ball, Shadow Claw, Acrobatics, Dragon Pulse, Iron Tail, Fire Blast, Overheat, Solar Beam, Steel Wing, Mystical Fire, Breaking Swipe, Hurricane, Earthquake, Scorching Sands
Advancement: 8-10 hit dice (Medium), 11-15 hit dice (Large), 16-19 hit dice (Huge), 20+ hit dice (Gargantuan)
Hit Dice: 1d8 HP, Good BAB, Good Reflex and Will, 2 + Int skill points
This creature is very clearly a dragon, with flames burning from the tip of its tail, and two small horns poking rearwards from its skull, looking almost like ears. With smooth, dry scales, this sleek long-tailed dragon radiates heat. Almost all of these have dark grey - almost black - scales, with a deep red membrane for the wings, however there are rumours of the rare "shiny" orange kind out there, with blue wing membrane.
Fire and Flying Traits: Charizard does not have the usual effects of the [Fire] Subtype or the Dragon Type. It is weak against [Electric], [Rock] and [Water] attacks, and resists [Bug], [Fairy], [Fighting], [Fire], [Grass], and [Steel] attacks. It is considered Immune to [Ground] attacks, meaning it always resists them despite the dual typing with Fire. It suffers no damage from being set on fire, suffers no harm from naturally occurring hot weather (such as nonlethal damage, sunburn and heatstroke), and cannot be Burned. A trained Charizard can carry creatures of its own size or smaller when engaging in casual overland flight (as opposed to combat flight).
Air Slash (Su): with a Standard Action, a flying Charizard may flap its wings to generate a slashing rush of winds. It makes one Ranged Touch Attack against a 10' radius Burst in Medium Range, dealing 2d4 damage plus its Charisma Bonus, with a critical value of 20/x4. This also clears all plant-based terrain in the area, slicing it apart and clearing the area as though professional lawn-mowing and bush-whacking services had been performed. At 12 and 18 hit dice, the damage increases by 2d4. This is a [Flying] attack.
Dragon Claw (Ex): Charizard may elect to treat its claws as a [Dragon] attack when it wants to. In this case, it deals maximum damage, including any sources of bonus damage, and ignores all Damage Reduction other than that caused by Pokemon Type Resistances. At 10 and 20 hit dice, the damage die is increased by one size (and is still maximised).
Fiery Tail: Charizard's tail constantly burns away, emitting heat and light as a torch. This cannot be smothered or doused, but it is said that should the fire go out, Charizard dies - in actuality, the causation is reversed there. The more damage Charizard takes, the dimmer its tail will glow, so careful observation can tell how healthy it is.
At every even hit die, its Natural Armour increases by 1. At 8 hit dice, it learns Scary Face.
Scary Face (Ex): Charizard may pull a scary face at a foe to Demoralise them with a Swift Action, and if successful they are Frightened for 1 round before the normal effects take place. This is a [Normal] effect.
At 9 hit dice, it learns Heat Wave and Fire Punch:
Heat Wave (Su): once per hour, Charizard may use a Full Round Action to unleash an emanation of terrible heat out to Medium Range - unless in Harsh Sunlight, in which case it extends out to Long Range. This spreads directly out from Charizard, melts snow and ice, and withers plant life, but is blocked entirely by cover. Everything that is caught in the area suffers 1d10 Fire damage per 4 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw also suffer a Burn. This is a [Fire] attack.
Fire Punch (Su): with a Standard or Full Round Action at will, Charizard may unleash a Slam as a primary natural weapon that deals 1d6 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Fire damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or catch fire. On a Critical Hit, a successful Charge, or during harsh sunlight, the target instead must pass a Fortitude Save (same DC) or suffer a Burn. This is a [Fire] attack.
At 10 hit dice, it learns Roost, and gains Improved Weapon Focus and Improved Weapon Specialisation with "All Natural Weapons" as Bonus Feats.
Roost (Ex): with a Full Round Action, Charizard may perch itself on the ground and rest, relaxing all tension within its muscles and gaining some stability. This completely suppresses its [Flying] subtype until it next takes off into the air, and also allows it to regain hit points equal to its hit dice total. Until the start of its next turn, it is denied its Dexterity Bonus to Armour Class. This is a [Flying] ability.
At 11 hit dice, it learns Fire Pledge and Inferno.
Fire Pledge (Su): with a Standard Action once per hour, Charizard recites the pledge of allegiance to Fire, and creates an eruption of super-heated energy from the ground, rising violently. This is a 15' radius Burst within Medium Range, and deals 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Fire] effect that leaves the affected area glowing red for one round. If Water Pledge is then activated in the same area, the damage of Water Pledge is 1d8 per hit die and the area unleashes a spray of steam with a lovely rainbow instead of glowing, functioning as a Mind Fog for one minute. If Fire Pledge is activated in the same area as the green glow of Grass Pledge, the area doesn't glow, it instead ignites, causing the effects of a (stationary, very small) Forest Fire for one minute.
Inferno (Su): once per hour, providing it is not Fatigued or Exhausted, Charizard may use a Standard Action to create a horrifying creamatorium of purgatory flames. A 30' radius 90' tall column is designated within Long Range, and starts to heat up, becoming Hotter by two levels (minimum of Hot). At the start of Charizard's next turn, the area erupts into a pillar of fire, dealing 2d6 damage per hit die and leaving the target with a Burn. There is no saving throw against this. Additionally, the entire area is incinerated, leaving very little in the way of terrain. This is a [Fire] attack.
At 12 hit dice, it learns Flare Blitz, and gains Improved Critical with "All Natural Weapons" as a Bonus Feat.
Flare Blitz (Su): at will, Charizard may use a Full Round Action to charge a foe, ending with a Slam that has a base damage of 1d8 Bludgeoning for a Medium creature, plus one and a half times the user's Strength Bonus. Additionally, it deals 1d10 Fire damage per hit die, plus its Charisma Bonus as a flat bonus, and the target must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or suffer a Burn. This causes Charizard to suffer "recoil" damage equal to the amount of Bludgeoning damage dealt, plus an amount equal to its hit dice total. This also releases an explosion on impact, incinerating most terrain within ten feet. This is a [Fire] attack.
At 13 hit dice, it learns Dual Wing Beat and Outrage.
Dual Wing Beat (Ex): Charizard gains two secondary Wing attacks, that deal 1d4 damage for a Medium creature, as [Flying] attacks. It may elect to use both of them together as a Standard Action, or in addition to other natural weapons for a Full Attack as normal. If it hits the same foe with both wings in the same turn, it gains a free Trip attempt against them. If this attempt fails, they do not get a trip attempt of their own. The trip attempt is also a [Flying] attack, should that matter.
Outrage (Su): once per hour, Charizard may use a Swift Action to enter a fearsome draconic rage. The rage lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the exertion catches up with it and it becomes Fatigued until it rests, and Confused for three rounds. During the outrage, it gains a +2 Morale Bonus to attack rolls and Fort and Will Saves, but takes a -2 Penalty to Armour Class and Ref Saves, it can make a Full Attack as a Standard Action, and each attack becomes a [Dragon] attack and deals an extra 2d6 damage. It also gains a +10 Bonus on all Break Attempts, can make a single Break Attempt once per round as a Free Action, and is treated as one Size Category larger for the purpose of all Size-based manoeuvres. Entering an Outrage is a [Dragon] effect.
At 14 hit dice, it learns Blast Burn.
Blast Burn (Su): once per hour, providing it is not Fatigued or Exhausted, Charizard may unleash a mighty explosion of flames, melting the very landscape around it. This requires a Full Round Action, and leaves Charizard Exhausted until it rests. More importantly, everything within thirty feet suffers 10 damage per hit die of Charizard (12 per hit die in Harsh Sunlight), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). All terrain and unattended objects in the area are incinerated, leaving the ground completely bare other than ash and boiling mud - for three rounds, anything moving across the ground in this area suffers 2d6 Fire damage, and the DC for any Balance, Jump or Tumble check is increased by 5. Snow and ice within fifty feet will also melt, and plant terrain will catch fire, possibly causing bushfires. This is a [Fire] attack.
At 15 hit dice, it learns Maximum Wildfire, which may only be used when Mega-Evolved.
Maximum Wildfire (Su): once per minute, Mega-Charizard (X or Y) can unleash a raging firestorm around it, making an extra wide Flamethrower attack as though breathing three times, with edge-to-edge cones released such that there is only one 90-degree cone that isn't targeted, alternatively it becomes a single Cone that extends out to Long Range. Additionally, this starts an actual Forest Fire in the affected area if there is the plant life to ignite, which can (and will) spread normally, and the floor becomes burning ash and cinders just like with Blast Burn. This is a [Fire] attack.
Mega-Evolution: Charizard has TWO different types of Mega-Evolution, because Gamefreak really love this one specific pokemon.
When Charizard becomes Mega Charizard X, it becomes even more draconic, its wings becoming jagged, its horns longer and brightly coloured, its claws tougher, and its scales turn dark grey with blue membrane (or deep green scales with dark red wing membrane for the common dark grey variety). Its flames become a bright blue and flows like water or ghostly essence. It becomes a Dragon [Fire, Flying, Dragon], which means it is weak against [Rock], [Dragon] and [Ice] attacks, and resists [Bug], [Fighting], [Fire], [Grass], and [Steel] attacks, while still being considered immune to [Ground] attacks. Its Strength increases by 6, and its Dexterity and Constitution each increase by 4 (granting temporary HP). It gains the [Pokebility] of Tough Claws (Ex): all of its natural weapons deal an additional 1d12 bonus damage, are treated as magic weapons with an Enhancement Bonus equal to +1 per 4 hit dice (round up), and ignore all Hardness and Damage Reduction (except for that caused by Pokemon Type Resistances). This replaces Solar Power if it has it.
When Charizard becomes Mega Charizard Y, it becomes even sleeker with a longer tail, it grows a third horn, its wings grow larger and it seems to develop fins along its limbs. Its Fly Speed increases to 60' (Perfect), its Charisma increases by 6, and its Dexterity and Constitution increase by 4 each (granting temporary HP), and it gains the [Pokebility] of Drought (Su): the weather out to one mile becomes Harsh Sunlight - the temperature rising to Hot if less than that, and rising one band if already Hot or worse. The sun, if visible, burns extra bright, as does the light of Charizard's tail. This replaces Solar Power if it has it.

Sevii Charmander
Small Magical Beast [Ice], CR 1/2
13 10 9 8 13 14
1d8+2 (6 HP), Init +0, Speed 20'
BAB/Grab: +1/-2
-2 Claws +3 melee (1d3+1)
AC: 12 (+1 Size, +1 Natural Armour), Flat 12, Touch 11
Fort -1 Ref +2 Will +3
Feats: Toughness
Skills: Intimidate +10*
Special Attacks: Powder Snow, Growl
Special Qualities: Frostfire Tail
Rare Traits: Ice Body, Belly Drum, Bite, Dragon Tail, Metal Claw
Tutor Moves: Thunder Punch, Icy Wind, Weather Ball, Shadow Claw, Acrobatics, Dragon Pulse, Iron Tail
Advancement: 1-20 hit dice (Small); it usually Evolves into Sevii Charmeleon at 4 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Reflex and Will, 2 + Int skill points
This looks a lot like Charmander, except it is almost completely white in colour. At the end of its tail, there is what looks like a will-o-wisp, a flame made of ice.
Ice Traits: Sevii Charmander is weak against [Fighting], [Fire], [Rock] and [Steel] atacks, and resists [Ice] attacks. It cannot be frozen solid or suffer frostbite, frostburn or hypothermia, and is also immune to Dexterity damage (but not drain). It suffers no damage or impediment from hail, ice storms, snow storms, naturally occurring blizzards, cold weather and similar - even things like Black Ice and Blood Snow - and enjoys DR 5/- in snow storms and 10/- in hail and heavy blizzards. It can move through slush at its normal speed without penalty, and does not slip over on ice. Indeed, it can move at double its normal movement speed when moving across ice.
Powder Snow (Su): with a Standard Action, Sevii Charmander can exhale a puff of soft, powdery (but still very cold) snow from its mouth. This requires a Standard Action, and reaches out to 25 feet. If it succeeds on a Ranged Touch Attack, the target suffers 1d8 points of Cold damage, and must attempt a Reflex Save (DC 10 + half its hit dice + its Charisma Bonus) or suffer a -4 Dexterity Penalty for one minute. This is an [Ice] attack.
Growl (Ex): Sevii Charmander gains a +4 racial bonus on Intimidate checks made to Demoralise a foe able to hear it. This is a [Normal] [Sonic] effect.
Frostfire Tail: Sevii Charmander's tail seems to emit frost in a way that looks like fire, but still emits light like a torch. The more damage Sevii Charmander takes, the dimmer its tail will glow, so careful observation can tell how healthy it is.
At 2 hit dice, it learns Mist and it gains Weapon Focus and Weapon Specialisation with "All Natural Weapons" as Bonus Feats.
Mist (Ex): with a Standard Action, Sevii Charmander can replicate an Obscuring Mist effect. This can be used once per five rounds, and is an [Ice] effect.
At 3 hit dice, it learns Dragon Breath.
Dragon Breath (Su): with a Standard Action once per 5 rounds, Sevii Charmander can unleash a powerful breath weapon consisting of draconic energies - resembling blue fire, electromagnetic energy and concussive force. This extends in a Line out to Close Range, and deals 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save become Anchored in place for three rounds. This is considered to be a Dragon's Breath Weapon for all intents and purposes, and is a [Dragon] effect.
Rare Traits:
Ice Body (Su): if Sevii Charmander has this Special Ability, its body so closely resembles frozen water that being in the snow or hail just constantly patches up its wounds and hardens its armour. The Damage Reduction gained from Snow or Ice doubles, and it also gains Fast Healing of 1 per 3 hit dice (round up) in Snow, and Fast Healing equal to its hit dice in hail and blizzard-strength snow. This is a [Pokebility].
Belly Drum (Ex): with a Full Round Action, a Sevii Charmander with this ability can hammer on its own stomach, injuring itself severely but pumping itself up to become incredibly strong. This causes it to take damage equal to half its maximum hit points (round down), and grants it an Enhancement Bonus to Strength equal to its (unmodified) Strength score - that is to say, its Strength is doubled before any other modifiers are applied. The enhancement lasts for one minute, and once it ends, Sevii Charmander becomes Fatigued. This is a [Normal] effect.
Bite (Ex): a Sevii Charmander with this ability gains a Primary Bite natural weapon that deals damage as though one size larger than it is (typically dealing 1d6 plus its Strength Bonus). Anything bitten with an Attack of Opportunity must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately. This is a [Dark] attack.
Dragon Tail (Ex): if Sevii Charmander has this special attack, it gains a Secondary Tail natural weapon that deals 1d6 Bludgeoning damage for a Small creature, plus one and a half times its Strength Bonus, and is a [Dragon] attack. If used to attack on its own as a Standard Action, this also allows a free Bullrush attempt, without provoking an Attack of Opportunity and without needing to move in order to move the target more than 5 feet. The Bullrush attempt gets a bonus equal to the amount of damage rolled. This is also a [Dragon] attack.
Metal Claw (Su): if Sevii Charmander has this special attack, it may make its Claw attacks as [Steel] effects, and they deal damage as though one size category larger (stacking with Enhanced Claws upon evolving). Additionally, they penetrate DR and Hardness as though made of Adamantium, and have an Innate +1 Enhancement Bonus (as though actual magic weapons). This is a [Steel] effect.
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Sevii Charmeleon
Small Magical Beast [Ice], CR 4
16 17 10 12 15 18
4d8+4 (22 HP), Init +3, Speed 20'
BAB/Grab: +4/+3
-2 Claws +9 (1d4+5) or Bite +6 (1d4+1 plus 1d6 Ice*)
AC: 16 (+1 Size, +2 Natural Armour, +3 Dexterity), Flat 13, Touch 14
Fort +1 Ref +7 Will +6
Feats: Improved Toughness, Multiattack, B: Weapon Focus (All Natural Weapons), B: Weapon Spec (All Natural Weapons)
Skills: Intimidate +15*, Balance +10, Spot +9
Special Attacks: Powder Snow, Growl, Dragon Breath, Mist, Enhanced Claws, Ice Fang
Special Qualities: Frostfire Tail
Rare Traits: Ice Body, Belly Drum, Bite, Dragon Tail, Metal Claw
Tutor Moves: Thunder Punch, Icy Wind, Weather Ball, Shadow Claw, Acrobatics, Dragon Pulse, Iron Tail, Blizzard
Advancement: 5-10 hit dice (Small), 11-20 hit dice (Medium); it usually Evolves into Sevii Charizard at 7 hit dice
Hit Dice: 1d8 HP, Good BAB, Good Reflex and Will, 2 + Int skill points
This bipedal lizard-like creature stands at about three feet tall, with near-white scales, and a single horn jutting backwards from its head. It has sharp claws, a tail tipped with what looks like a flame made of ice, and by the look of its facial expression, a cold, uncaring attitude.
Ice Traits: Sevii Charmeleon is weak against [Fighting], [Fire], [Rock] and [Steel] atacks, and resists [Ice] attacks. It cannot be frozen solid or suffer frostbite, frostburn or hypothermia, and is also immune to Dexterity damage (but not drain). It suffers no damage or impediment from hail, ice storms, snow storms, naturally occurring blizzards, cold weather and similar - even things like Black Ice and Blood Snow - and enjoys DR 5/- in snow storms and 10/- in hail and heavy blizzards. It can move through slush at its normal speed without penalty, and does not slip over on ice. Indeed, it can move at double its normal movement speed when moving across ice.
Enhanced Claws (Ex): Sevii Charmeleon's Claws deal damage as though one size category larger than it actually is.
Ice Fang (Su): Sevii Charmeleon has a secondary Bite attack that deals an additional 1d6 points of Ice damage for every 4 hit dice it has (round up). This will freeze and shatter a lot of meals, making them even easier to digest. A bitten target must succeed on a Fortitude Save (DC 8 + half its hit dice + its Strength Bonus) or be Frostburned. A target will always suffer 2 Dexterity damage on a Critical Hit. This is an [Ice] attack.
Frostfire Tail: Sevii Charmander's tail seems to emit frost in a way that looks like fire, but still emits light like a torch. The more damage Sevii Charmander takes, the dimmer its tail will glow, so careful observation can tell how healthy it is.
At 5 hit dice, it learns Slash and Ice Shard.
Slash (Ex): with a Standard Action, Sevii Charmeleon may make a single Claw attack that has a base damage of 1d6 for a Small creature (and thus 1d8 for Charmeleon as it is still a Claw attack) and a Critical value of 15-20/x2. If it has Improved Critical (Claw attacks), this does indeed become 9-20/x2. It ignores Hardness of 5 or less, and deals double damage against unattended objects (or triple on a critical hit). This is a [Normal] attack.
Ice Shard (Su): once per minute, Sevii Charmeleon can hurl shards of sharp ice with an Immediate Action. This is a Ranged Attack (a thrown weapon) with 10' range increments and a maximum of 3 increments, dealing 2d6 Cold damage, plus its Strength Bonus, and has a 19-20 threat range. This is an [Ice] attack.
At 6 hit dice, its Natural Armour increases by 1, and it learns Frost Breath.
Frost Breath (Su): once per three rounds, Sevii Charmeleon can unleash a mighty breath weapon, a Cone that reaches out to Close Range and deals 1d6 damage per hit die with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the saving throw catch on cold fire (like normal fire except Cold damage) if they are not subject to Critical Hits. If they fail the save and are subject to Critical Hits, they suffer from Frostburn. This is an [Ice] attack that freezes the surface of water.
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Sevii Charizard
Medium Dragon [Ice, Flying], CR 7
22 17 12 12 15 22
7d10+14 (52 HP), Init +3, Speed 30', Fly 50' (Good)
BAB/Grab: +7/+13
-2 Claws +14 (1d6+6) and Bite +12 (1d6+3 plus 2d6 Ice*)
AC: 18 (+3 Dexterity, +5 Natural Armour), Flat 15, Touch 13
Fort +3 Ref +8 Will +7
Feats: Improved Toughness, Multi-Attack, Skill Focus (Intimidate), B: Weapon Focus (All Natural Weapons), B: Weapon Spec (All Natural Weapons)
Skills: Intimidate +19, Balance +13, Spot +12
Special Attacks: Powder Snow, Growl, Dragon Breath, Mist, Enhanced Claws, Ice Fang, Slash,Ice Shard, Frost Breath, Air Slash, Dragon Claw
Special Qualities: Ever-Cold Tail
Rare Traits: Ice Body, Belly Drum, Bite, Dragon Tail, Metal Claw
Tutor Moves: Thunder Punch, Icy Wind, Weather Ball, Shadow Claw, Acrobatics, Dragon Pulse, Iron Tail, Blizzard, Sheer Cold, Triple Axel, Air Cutter, Aurora Veil, Hurricane
Advancement: 8-10 hit dice (Medium), 11-15 hit dice (Large), 16-19 hit dice (Huge), 20+ hit dice (Gargantuan)
Hit Dice: 1d8 HP, Good BAB, Good Reflex and Will, 2 + Int skill points
This creature is very clearly a dragon, with frozen fire "blazing" from the tip of its tail, and two small horns poking rearwards from its skull, looking almost like ears. With smooth, cold-dry scales, this sleek long-tailed dragon radiates cold. The scales are white like snow, with the membrane of its wings being a pale blue like the frozen surface of a lake in Winter.
Ice and Flying Traits: Sevii Charizard does not have the usual effects of the Dragon Type. It is weak against [Electric], [Fire], [Rock] and [Steel] attacks, and resists [Bug] and [Grass] attacks. It is considered Immune to [Ground] attacks, meaning it always resists them. It cannot be frozen solid or suffer frostbite, frostburn or hypothermia, and is also immune to Dexterity damage (but not drain). It suffers no damage or impediment from hail, ice storms, snow storms, naturally occurring blizzards, cold weather and similar - even things like Black Ice and Blood Snow - and enjoys DR 5/- in snow storms and 10/- in hail and heavy blizzards. It can move through slush at its normal speed without penalty, and does not slip over on ice. Indeed, it can move at double its normal movement speed when moving across ice. A trained Sevii Charizard can carry creatures of its own size or smaller when engaging in casual overland flight (as opposed to combat flight).
Air Slash (Su): with a Standard Action, a flying Sevii Charizard may flap its wings to generate a slashing rush of winds. It makes one Ranged Touch Attack against a 10' radius Burst in Medium Range, dealing 2d4 damage plus its Charisma Bonus, with a critical value of 20/x4. This also clears all plant-based terrain in the area, slicing it apart and clearing the area as though professional lawn-mowing and bush-whacking services had been performed. At 12 and 18 hit dice, the damage increases by 2d4. This is a [Flying] attack.
Dragon Claw (Ex): Sevii Charizard may elect to treat its claws as a [Dragon] attack when it wants to. In this case, it deals maximum damage, including any sources of bonus damage, and ignores all Damage Reduction other than that caused by Pokemon Type Resistances. At 10 and 20 hit dice, the damage die is increased by one size (and is still maximised).
Ever-Cold Tail: Sevii Charizard's tail constantly emits light like a blue torch, but is as cold as ice. The more damage Sevii Charizard takes, the dimmer its tail will glow, so careful observation can tell how healthy it is.
At every even hit die, its Natural Armour increases by 1. At 8 hit dice, it learns Scary Face.
Scary Face (Ex): Sevii Charizard may pull a scary face at a foe to Demoralise them with a Swift Action, and if successful they are Frightened for 1 round before the normal effects take place. This is a [Normal] effect.
At 9 hit dice, it learns Ice Beam and Ice Punch:
Ice Beam (Su): once per three rounds, Sevii Charizard may use a Standard Action to unleash a beam of super-cold frosted air at a target in Long Range. This is resolved with a Ranged Touch Attack, and deals 1d6 Cold damage per hit die. A struck target must also succeed at a Fortitude Save (DC 8 + half its hit dice + its Charisma Bonus) or be encased in ice, as per the Entomb spell. This is an [Ice] attack.
Ice Punch (Su): with a Standard or Full Round Action at will, Sevii Charizard may unleash a Slam as a primary natural weapon that deals 1d6 Bludgeoning damage for a Medium creature, plus its Strength Bonus. If used as a Full Round Action, it is performed as a Charge - with the usual rules on movement and modifiers to the attack roll and AC. This also deals 1d6 Cold damage per 3 hit dice (round up), and a struck target must pass a Reflex Save (DC 10 + half its hit dice + its Strength Bonus) or suffer hypothermia. On a Critical Hit, a successful Charge, or during hail, the target instead must pass a Fortitude Save (same DC) or be Frostburned. This is an [Ice] attack.
At 10 hit dice, it learns Roost, and gains Improved Weapon Focus and Improved Weapon Specialisation with "All Natural Weapons" as Bonus Feats.
Roost (Ex): with a Full Round Action, Sevii Charizard may perch itself on the ground and rest, relaxing all tension within its muscles and gaining some stability. This completely suppresses its [Flying] subtype until it next takes off into the air, and also allows it to regain hit points equal to its hit dice total. Until the start of its next turn, it is denied its Dexterity Bonus to Armour Class. This is a [Flying] ability.
At 11 hit dice, it learns Freeze-Dry.
Freeze-Dry (Su): with a Standard Action once per hour, Sevii Charizard can direct its cold essence at a 30' radius spread in Medium Range, and freeze all the moisture out of the air - and the creatures within. This deals 1d6 Cold damage per hit die, with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the save by more than 4 points (such as the Save DC being 20 and the target rolling 15 or lower) is Frostburned unless they are Water Type Pokemon, in which case they are frozen solid as the Entomb spell. This is an [Ice] attack, however this is Super-Effective against [Water] Pokemon instead of being Not Very Effective. As such, against Kingdra (Water/Dragon) it would be Super-Effective instead of Neutral, against Goldeen it would be Super-Effective instead of Not Very Effective, and against Lapras (Water/Ice) it would be Neutral instead of Not Very Effective.
At 12 hit dice, it learns Hydro Pump, and gains Improved Critical with "All Natural Weapons" as a Bonus Feat.
Hydro Pump (Su): once per hour, Sevii Charizard may use a Full Round Action to fire a massive blast of high-pressure water from its mouth. This affects a 120' long Line, and deals 1d6 damage per hit die with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Struck targets are also subject to a Bullrush - with no Size bonus, but able to push targets of any Size (though they still gain a Size bonus or penalty of their own). It uses Sevii Charizard's Charisma Bonus in place of Strength for this, and can push more than 5 feet. The entire area is also soaked thoroughly, putting any fires out. This is a [Water] attack.
At 13 hit dice, it learns Dual Wing Beat and Outrage.
Dual Wing Beat (Ex): Sevii Charizard gains two secondary Wing attacks, that deal 1d4 damage for a Medium creature, as [Flying] attacks. It may elect to use both of them together as a Standard Action, or in addition to other natural weapons for a Full Attack as normal. If it hits the same foe with both wings in the same turn, it gains a free Trip attempt against them. If this attempt fails, they do not get a trip attempt of their own. The trip attempt is also a [Flying] attack, should that matter.
Outrage (Su): once per hour, Sevii Charizard may use a Swift Action to enter a fearsome draconic rage. The rage lasts until it spends an entire round without damaging or being damaged by any enemies, at which point the exertion catches up with it and it becomes Fatigued until it rests, and Confused for three rounds. During the outrage, it gains a +2 Morale Bonus to attack rolls and Fort and Will Saves, but takes a -2 Penalty to Armour Class and Ref Saves, it can make a Full Attack as a Standard Action, and each attack becomes a [Dragon] attack and deals an extra 2d6 damage. It also gains a +10 Bonus on all Break Attempts, can make a single Break Attempt once per round as a Free Action, and is treated as one Size Category larger for the purpose of all Size-based manoeuvres. Entering an Outrage is a [Dragon] effect.
At 14 hit dice, it learns Haze Blast.
Haze Blast (Su): once per hour, providing it is not Fatigued or Exhausted, Sevii Charizard may unleash a mighty explosion of ice chunks, mist and freezing air. This requires a Full Round Action, and leaves Sevii Charizard Exhausted until it rests. More importantly, everything within thirty feet suffers 10 damage per hit die of Sevii Charizard (12 per hit die in Hail or Snow), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). All terrain and unattended objects in the area are frozen solid, leaving the ground slippery and water frozen solid. Additionally, this dispels all ongoing magical effects in the area, including targeted effects that affect individual creatures. This is an [Ice] attack.
At 15 hit dice, it learns Maximum Snow-In, which may only be used when Mega-Evolved.
Maximum Snow-In (Su): once per minute, Sevii Mega-Charizard can unleash a gigantic avalanche around it, making an extra wide Frost Breath attack as though breathing three times, with edge-to-edge cones released such that there is only one 90-degree cone that isn't targeted, alternatively it becomes a single Cone that extends out to Long Range. Additionally, this leaves the area snowed-in completely, covering the area with a 5' tall layer of snow. This is an [Ice] attack.
Mega-Evolution: when Sevii Charizard Mega-Evolves, it becomes even sleeker with a longer tail, it grows a third horn, its wings grow larger and it seems to develop fins along its limbs. Its Fly Speed increases to 60' (Perfect), its Charisma increases by 6, and its Dexterity and Constitution increase by 4 each (granting temporary HP), and it gains the [Pokebility] of Snow Warning (Su): the weather out to one mile becomes Hail (with some amount of regular snow as well) - the temperature falling to Cold if higher than that, and falling one band if already Cold or worse. This replaces Ice Body if it has it.
Last edited by Koumei on Sun Sep 25, 2022 11:16 am, edited 2 times in total.

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Koumei
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### Re: Pokedex Redone

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Post by Koumei » Sun Sep 18, 2022 5:39 pm

Squirtle
Tiny Magical Beast [Water], CR 1/2
8 10 14 9 13 13
1d8+5 (9 HP), Init +0, Speed 20' Swim 40'
BAB/Grab: +0/-9
-Slam +2 (1d4-1)
AC: 15 (+2 Size, +3 Natural Armour), Flat 15, Touch 12
Fort +4 Ref +0 Will +3
Feats: Toughness, Weapon Finesse (B)
Skills: Survival +5, *Swim +7
Special Attacks: Water Gun
Special Qualities: Hold Breath, Withdraw
Rare Traits: Rain Dish, Aqua Jet, Aqua Ring, Life Dew, Water Spout
Tutor Moves: Ice Punch, Dig, Whirlpool, Dive, Muddy Water
Advancement: 1-10 hit dice (Tiny), 11+ hit dice (Small); it usually Evolves into Wartortle at 4 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 2 + Int skill points
The 1' tall turtle standing before you is on its back legs, and has a smug expression on its face. There's no telling where it got those sunglasses, either.
Water Traits: Squirtle is always treated as having the [Water] Subtype, but does not have the usual traits of it, or the Elemental Type. It is weak against [Electric] and [Grass] attacks, and resists [Fire], [Ice], [Steel] and [Water] attacks.
Water Gun (Su): with a Standard Action, Squirtle can fire a high-pressure blast of water from its mouth, hitting like a fire hose. This reaches out to 25 feet and requires a Ranged Touch Attack. If it hits, the target suffers 1d6 Bludgeoning damage. If the target is on fire, the fire is doused, and it also clears any fires out of that 5' cube, soaking it sufficiently to prevent most fires from starting there. This is a [Water] attack.
Withdraw (Ex): whenever Squirtle takes a Total Defence, it gains a +6 Dodge Bonus to Armour Class instead of the usual +4. Additionally, it gains Damage Reduction 2/-, or its existing Damage Reduction increases by 2, whichever is better.
Hold Breath (Ex): Squirtle can hold its breath for a number of consecutive minutes equal to its Constitution score times ten.
At 2 hit dice, it learns Rapid Spin, and its Natural Armour increases by 1.
Rapid Spin (Ex): with a Full Round Action, Squirtle may spin about in its shell, moving as though making a Move Action. This movement ignores and clears away all hazards, magical glyphs and damaging terrain, and does not provoke Attacks of Opportunity. It may make a Slam attack at the end of this movement. This is a [Normal] attack.
At 3 hit dice, it learns Bite and Water Pulse:
Bite (Ex): Squirtle's jaws and teeth strengthen sufficiently that it gains a Bite attack that can be made as a Primary natural weapon, dealing damage as though one size larger than it is (typically 1d4 plus its Strength Bonus). Anything bitten with an Attack of Opportunity must attempt a Fortitude Save (DC 10 + half its hit dice + its Strength Bonus) or lose the interrupted action as they flinch, their turn ending immediately. This is a [Dark] attack.
Water Pulse (Su): once per minute, Squirtle can unleash a powerful burst of water that hits with incredible hydrostatic pressure. This uses a Standard Action, and targets the first target in a 30' long Line (60' if it grows to Medium or Large, 90' if it grows to Huge or Gargantuan, and 120' if it becomes bigger than that). The target takes 1d8 damage per 2 hit dice (round up), with a Fortitude Save for half (DC 10 + half its hit dice + its Charisma Bonus). If the target suffers any damage, they must also pass a Will Save (same DC) or become Confused for one round per hit die. This is a [Water] attack.
Rare Traits:
Rain Dish (Ex): a Squirtle with this Special Ability has Fast Healing 1 when in the rain, or when submerged in water. This Fast Healing increases to 2 at five hit dice, 5 at ten hit dice, and then increases by 1 every even hit die thereafter. This is a [Pokebility].
Aqua Jet (Ex): a Squirtle with this Special Attack can make a Partial Charge to deliver its Slam as an Immediate Action. If targeted by an enemy, it can only use this to attack that enemy, not to get out of range. This deals +1d6 damage, and is a [Water] attack.
Aqua Ring (Su): once per hour, a Squirtle with this ability can summon a circle of healing water around itself like a wet halo. This remains in effect for one minute per hit die, restoring 1 HP every round for the duration. This is a [Water] ability.
Life Dew (Su): once per minute, a Squirtle with this ability can scatter magical water around, covering it and everything within 5 feet of it. They all regain 1d8 hit points per 2 hit dice Squirtle has (round up). This is a [Water] ability.
Water Spout (Su): once per hour, a Squirtle with this Special Attack can unleash a super-powerful blast of water into the air, crashing down on everything nearby. This requires a Standard Action, and is powered by Squirtle's life force: everything within 25 feet suffers damage equal to Squirtle's current hit points (plus 1 per hit die in rain, or halved in harsh sunlight), with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Water] attack.
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Wartortle
Small Magical Beast [Water], CR 4
10 15 18 12 16 15
4d8+20 (38 HP), Init +2, Speed 20', Swim 40'
BAB/Grab: +3/-1
-Slam +6 (1d6) or Bite +6 (1d6)
AC: 17 (+1 Size, +4 Natural Armour, +2 Dexterity), Flat 15, Touch 13
Fort +8 Ref +3 Will +7
Feats: Improved Toughness, X, Weapon Finesse (B)
Skills: Survival +10, Diplomacy +9, Spot +10, *Swim +8
Special Attacks: Water Gun, Rapid Spin, Bite, Water Pulse, Bubble
Special Qualities: Withdraw, Hold Breath, Protect
Rare Traits: Rain Dish, Aqua Jet, Aqua Ring, Life Dew, Water Spout
Tutor Moves: Ice Punch, Dig, Whirlpool, Dive, Muddy Water, Ice Beam, Waterfall, Gyro Ball
Advancement: 5+ hit dice (Small); it usually Evolves into Blastoise at 7 hit dice
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 2 + Int skill points
Much bigger than Squirtle, this 3' tall creature is nonetheless clearly related to it. It has external ears now, and sharper teeth.
Water Traits: Wartortle is always treated as having the [Water] Subtype, but does not have the usual traits of it, or the Elemental Type. It is weak against [Electric] and [Grass] attacks, and resists [Fire], [Ice], [Steel] and [Water] attacks.
Bubble (Su): once per minute, Wartortle may use a Standard Action to spit out a spray of pressurised bubbles. These are released in a 25' Cone, and all in the area suffer 2d6 damage with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are also rendered Blind for one round, then suffer a -2 Penalty on attack rolls and Armour Class for two rounds afterwards. This is a [Water] attack.
Protect (Su): once per hour, Wartortle may use the magic in its shell to surround itself in an impenetrable force. With an Immediate Action, it blocks Line of Effect to all attacks until the start of its next turn, although if something can destroy a [Force] effect or Wall of Force, it will leave Wartortle vulnerable to further attacks. This is a [Normal] effect.
At 5 hit dice, it learns Rain Dance, and it gains Damage Reduction 3/-.
Rain Dance (Su): with a Full Round Action once per hour, Wartortle may dance about and summon the rains. If there are already clouds overhead, this takes effect immediately, otherwise it starts raining at the end of its next turn as clouds must first gather. For the next three rounds (in naturally dry environments), one minute (in normal environments) or minute per hit die (in damp environments where it was likely to soon rain anyway), the weather becomes rain out to a one mile radius. This is a [Water] effect.
At 6 hit dice, its Natural Armour increases by 1, and it learns Aqua Tail.
Aqua Tail (Su): Wartortle grows a tail strong enough to make a Secondary Natural Weapon attack that is able to target two adjacent creatures within reach at the same time, sweeping across them. This has a base damage of 1d8 (for a Medium creature) plus one and a half times the user's Strength Bonus, douses any fires on the target (or at least, the 5' cube hit), and if the target has any ability that deals Fire damage when hit (such as a Fire Shield), this is suppressed for one round (and does not affect Wartortle). This is a [Water] attack.
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Blastoise
Medium Magical Beast [Water], CR 7
15 12 22 12 22 17
7d8+49 (80 HP), Init +1, Speed 30', Swim 60'
BAB/Grab: +5/+7
-Slam +7 (1d8+3) and Tail +5 (1d8+3); or Bite +7 (1d8+3) and Tail +5 (1d8+3)
AC: 19 (+1 Dexterity, +8 Natural Armour), Flat 18, Touch 11
Fort +11 Ref +3 Will +11
Feats: Improved Toughness, 3, 6
Skills: Survival +16, Diplomacy +13, Spot +16, *Swim +10
Special Attacks: Water Gun, Rapid Spin, Bite, Water Pulse, Bubble, Aqua Tail
Special Qualities: Withdraw, Hold Breath, Protect, Rain Dance, Shell Smash, DR 5/-
Rare Traits: Rain Dish, Aqua Jet, Aqua Ring, Life Dew, Water Spout
Tutor Moves: Ice Punch, Dig, Whirlpool, Dive, Muddy Water, Ice Beam, Waterfall, Gyro Ball, Aura Sphere, Scald
Advancement: 8-10 hit dice (Medium), 11-15 hit dice (Large), 16+ hit dice (Huge)
Hit Dice: 1d8 HP, Medium BAB, Good Fort and Will, 2 + Int skill points
This giant tortoise stands on two sturdy legs, slightly hunched over with a lot of physical bulk to its blue scaled skin. Its massive shell also houses two actual cannons.
Water Traits: Blastoise is always treated as having the [Water] Subtype, but does not have the usual traits of it, or the Elemental Type. It is weak against [Electric] and [Grass] attacks, and resists [Fire], [Ice], [Steel] and [Water] attacks.
Shell Smash (Ex): once per hour, Blastoise may use a Standard Action to shatter its own defences, and in doing so release a great weight off its shoulders. For the next one minute per hit die, it loses its Damage Reduction and any Armour Bonus, and its Natural Armour (including any Enhancement Bonus) is halved, however its weight is halved, its movement speeds are doubled, and the damage from all of its attacks increase the die size by one. This is a [Normal] effect.
At every hit die, its Natural Armour increases by 1. At 8 hit dice, it learns Iron Defense.
Iron Defense (Ex): with a Full Round Action at will, Blastoise may harden its body as though covered in literal iron and steel. It gains an Armour Bonus of +6, plus one per three hit dice (round up, maximum of +5 for a total of +11 at fifteen hit dice) for the next minute. This also doubles its weight for the time being. This is a [Steel] effect.
At 9 hit dice, it learns Flip Turn and its Damage Reduction increases by 2.
Flip Turn (Ex): by changing the attack at the end of a charge to a [Water] attack, Blastoise may move up to its base move speed away from the target after the charge, without provoking an attack of opportunity from the target, as though using the Spring Attack feat. If the attack hits, this also splashes the target's eyes such that they are rendered Blind for one round. This is a [Water] attack.
At 10 hit dice, it Hydro Pump.
Hydro Pump (Su): once per hour, Blastoise may use a Full Round Action to fire a massive blast of high-pressure water from all of its cannons. This affects a 120' long Line, and deals 1d6 damage per hit die with a Reflex Save to negate (DC 10 + half its hit dice + its Charisma Bonus). Struck targets are also subject to a Bullrush - with no Size bonus, but able to push targets of any Size (though they still gain a Size bonus or penalty of their own). It uses Blastoise's Charisma Bonus in place of Strength for this, and can push more than 5 feet. The entire area is also soaked thoroughly, putting any fires out. This is a [Water] attack.
At 11 hit dice, it learns Water Pledge and Skull Bash
Water Pledge (Su): with a Standard Action once per hour, Blastoise recites the pledge of allegiance to Water, and creates an eruption of wet energy from the ground, rising violently. This is a 15' radius Burst within Medium Range, and deals 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This is a [Water] effect that leaves the affected area glowing blue for one round. If Grass Pledge is then activated in the same area, the damage of Grass Pledge is 1d8 per hit die and the area becomes a quagmire instead of glowing, treated as a Deep Bog for one minute. If Water Pledge is activated in the same area as the red glow of Fire Pledge, the area doesn't glow, it instead unleashes a spray of steam with a lovely rainbow instead of glowing, functioning as a Mind Fog for one minute.
Skull Bash (Ex): any time Blastoise takes a Full Defence, it may make a special Slam on the following turn that deals damage as though one Size Category larger and allows it to make a free Bullrush attempt (still treated as one Size Category larger) without provoking an Attack of Opportunity. This is a [Normal] attack.
At 12 hit dice, it learns Dark Pulse, and its Damage Reduction increases by another 3.
Dark Pulse (Su): once per five rounds, Blastoise may use a Standard Action to unleash a burst of malevolent energy from its cannons, out in a wave. This is an emanation out to Close Range, dealing 1d6 damage per hit die with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails the saving through is Staggered for one round. This is a [Dark] effect.
At 13 hit dice, it learns Dragon Pulse and Flash Cannon.
Dragon Pulse (Su): once per five rounds, Blastoise may fire a blast of high-power, high-pressure energy from its cannons, filled with draconic energy that crackles and displaces things. This is resolved as a Ranged Touch Attack out to Medium Range, and deals 1d6 damage per hit die. It ignores any Miss Chance of any kind, and is a [Dragon] attack.
Flash Cannon (Su): Blastoise may fire off a blinding blast of reflected light at will, practically burning foes with laser beams fired by its cannons. This targets a 5' radius Burst in Close Range, a 10' radius Burst in Medium Range, or a 15' radius Burst in Long Range. The damage is 1d6 per hit die for Close Range, 1d8 per two hit dice in Medium Range, or 1d6 per two hit dice at Long Range. It also deals 2 points of Wisdom damage from the disorientation, partial blindness and almost heat stroke. A Will Save (DC 10 + half its hit dice + its Charisma Bonus) halves the regular damage and negates the Wisdom damage. This is a [Steel] attack.
At 14 hit dice, it learns Hydro Cannon.
Hydro Cannon (Su): once per hour, providing it is not Fatigued or Exhausted, Blastoise may fire its cannons at maximal strength, obliterating things. This requires a Full Round Action, and leaves Blastoise Exhausted until it rests. More importantly, a 30' radius Blast within Medium Range suffers 10 damage per hit die of Blastoise (12 per hit die in Rain), with a Reflex Save for half (DC 10 + half its hit dice + its Charisma Bonus). This knocks unattended objects out of the way, puts all fires out, soaks the area thoroughly, and to some extent also cleans things. It can shatter walls and chunks of rocky terrain. This is a [Water] attack.
At 15 hit dice, it learns Maximum Cannonade, which may only be used when Mega-Evolved.
Maximum Cannonade (Su): once per minute, Mega-Blastoise can fire an explosion of water all around itself, making three separate Water Pulse attacks that can be aimed independently (and can't be layered on top of each other although they can briefly cross paths), and has the damage increased to 1d6 per hit die (which is then affected by Mega Launcher to become 1d8 per hit die). This leaves the whole area soaked with water, and slippery like a Grease effect. This is a [Water] attack.
Mega-Evolution: when Blastoise becomes Mega Blastoise it grows even sturdier, and the cannons grow bigger and longer, and a third, central cannon extends from the top of its shell. It gains the Sturdy quality of a Dwarf, its Charisma increases by 6, its Strength, Constitution and Wisdom increase by 4 each (the Constutition giving Temporary HP) and its Natural Armour increases by 2. It gains the Mega Launcher special quality, which replaces Swift Swim (if it has it).
Mega Launcher (Ex): the additional cannon (and power behind them all) increases the damage of certain attacks, increasing the damage by one die size (d4 to d6 to d8 to d10 to d12). Specifically for Blastoise, this affects Aura Sphere (the rare trait), Dark Pulse, Dragon Pulse, Water Pulse, Flash Cannon, Hydro Cannon and Water Gun. However if Skill Swapped or something, it can also affect Heal Pulse (increasing the die size of healing), Origin Pulse, Terrain Pulse, Barrage, Beak Blast, Bullet Seed, Egg Bomb, Electro Ball, Energy Ball, Focus Blast, Magnet Bomb, Mist Ball, Mud Bomb, Octazooka, Pyro Ball, Rock Blast, Rock Wrecker, Searing Shot, Seed Bomb, Shadow Ball, Sludge Bomb, Weather Ball, Fire Blast and Zap Cannon.

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Koumei
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### Re: Pokedex Redone

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Post by Koumei » Sun Dec 18, 2022 6:58 am

Caterpie
Tiny Vermin, CR 1/8
1 15 10 1 10 2
1d6 (3 HP), Init +6, Speed 20' Climb 10'
BAB/Grab: +0/-13
-Slam +4 (1d3-5)
AC: 14 (+2 Size, +2 Dex), Flat 12, Touch 14
Fort +0 Ref +4 Will +2
Feats: Weapon Finesse (B), Improved Initiative
Skills: Climb +7
Special Attacks: String Shot
Special Qualities: Shield Dust
Rare Traits: Run Away, Snore, Bug Bite
Tutor Moves: Electroweb
Advancement: 2+, usually evolves into Metapod at 2 HD
Hit Dice: 1d6 HP, Poor BAB, Good Ref and Will, 2 + Int skill points
This little creature is about a foot in total length. It closely resembles a giant caterpillar.
Bug Traits: Caterpie does not have the usual Vermin traits. It is weak against [Fire], [Flying] and [Rock] attacks, and resist [Fighting], [Grass] and [Ground] attacks. It's Slam is a [Bug] attack.
String Shot (Ex): with a Standard Action at will, Caterpie can spit a stream of silk string out as a Ranged Touch Attack to 15 feet. If it hits, the target becomes Entangled for three rounds. If already Entangled, they become Slowed for the same duration, which is reset to three rounds again. Future uses against a Slowed opponent reset the duration. This is a [Bug] attack.
Shield Dust (Ex): the "scales" on Caterpie will flake off like ablative armour, breaking free to protect it against harm. It has Damage Reduction x/- against attacks that have any secondary effect beyond damage, where x equals its hit dice (minimum 1/-). This is a [Pokebility].
Rare Traits:
Run Away (Ex): if Caterpie has this rare [Pokebility], which replaces Shield Dust, it is better at running away: when performing a Withdraw action, it can move as though Running, and provokes no Attacks of Opportunity from anyone.
Snore (Su): this attack can only be used while asleep. Everything in Close Range suffers 1d6 Sonic damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails is also Staggered for one round. This is a [Normal] attack.
Bug Bite (Ex): a Caterpie with this attack gainst a Primary Bite attack that is made as a Full Round Action. This deals 1d6 damage for a Medium creature, so for Caterpie would deal 1d3-5 damage. This ignores all effects of Armour and Shields - the bonus to AC and any special effects - and allows it to eat any one item of food amongst the target's possessions as it swarms over them. This is a [Bug] attack.
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Metapod
Small Vermin, CR 2
3 7 20 3 12 4
2d12+10 (23 HP), Init +2, Speed 10', Climb 5'
BAB/Grab: +1/-7
-Slam +0 (1d4-4)
AC: 19 (+1 Size, -2 Dex, +10 Natural Armour), Flat 19, Touch 9
Fort +5 Ref +1 Will +4
Feats: Weapon Finesse (B), Improved Initiative
Skills: Climb +9
Special Attacks: String Shot
Special Qualities: Shed Skin, Harden
Rare Traits: Snore, Bug Bite
Tutor Moves: Electroweb, Iron Defence
Advancement: 3+, usually evolves into Butterfree at 3 HD
Hit Dice: 1d12 HP, Poor BAB, Good Ref and Will, 2 + Int skill points
What at first seemed to be some form of shell or fruit turned out to be a big green coccoon. Actually, it sort of looks like a crescent moon. Or maybe a penis.
Bug Traits: Metapod does not have the usual Vermin traits. It is weak against [Fire], [Flying] and [Rock] attacks, and resist [Fighting], [Grass] and [Ground] attacks. It's Slam is a [Bug] attack.
Shed Skin (Ex): at the end of Metapod's turn, if it has any of the following conditions, it has a 25% chance for that condition to end instantly: Sickened, Shaken, Dazed, Stunned, Dazzled, Nauseated, Frightened, Panicked, Cowering, Drowsy, Asleep, Comatose, Paralysed, Petrified, Burned, On Fire, Frostburned, Confused, Blind, Deaf, Slowed, Staggered, Fatigued, Exhausted. This is a [Pokebility].
Harden (Ex): any time Metapod takes a Full Defence, it gains a +8 Armour Bonus to Armour Class, and also gains DR 8/-. Both of these last until the start of its next turn. This is a [Normal] effect.
Butterfree
Small Magical Beast, CR 3
8 17 12 6 11 15
3d8+3 (16 HP), Init +7, Speed 10', Fly 40' (Good)
BAB/Grab: +1/-4
-Bite +7 (1d4-1)
AC: 15 (+1 Size, +3 Dex, +1 Natural), Flat 12, Touch 14
Fort +2 Ref +6 Will +3
Feats: Weapon Finesse (B), Improved Initiative
Skills: Spot +6
Special Attacks: String Shot, Bug Bite, Gust
Special Qualities: Compound Eyes
Rare Traits: Snore, Tinted Lens
Tutor Moves: Electroweb, Iron Defence, Hyper Beam, Solar Beam, Rest, Swift, Psychic, Skill Swap, Shadow Ball, Hurricane, Pollen Puff, Double Team, Defog
Advancement: 3+, usually evolves into Butterfree at 3 HD
Hit Dice: 1d8 HP, Poor BAB, Good Ref and Will, 2 + Int skill points
The pokemon that hovers before you is like a giant butterfly, half the height of an adult human.
Compound Eyes (Ex): Butterfree's two "eyes" are actually clusters of smaller eyes, working together to provide greater depth perception and visual information. It ignores Cover less than Full Cover, and gains a +2 Competence Bonus on attack rolls. This is a [Pokebility].
Bug Bite (Ex): Butterfree has a Primary Bite attack is made as a Full Round Action. This deals 1d6 damage for a Medium creature, so for Butterfree would deal 1d4-1 damage. This ignores all effects of Armour and Shields - the bonus to AC and any special effects - and allows it to eat any one item of food amongst the target's possessions as it swarms over them. This is a [Bug] attack.
Gust (Su): once per five rounds, with a Standard Action, an airborne Butterfree may unleash a Gust of Wind effect, as the spell. The Save DC is 10 + half its hit dice + its Charisma Bonus. This is a [Flying] attack.
At 4 hit dice, it learns Supersonic and increases its Natural Armour by 1.
Supersonic (Ex): with a Standard Action once per minute, Butterfree can emit a supersonic "screech" that impairs the functionality of those within 15 feet of it. All in the area must attempt a Will Save (DC 8 + half its hit dice + its Charisma Bonus) or become Confused for 1 round per hit die. This is a [Mind-Affecting] [Normal] [Sonic] effect.
At 5 hit dice, it learns Poison Powder and Sleep Powder.
Poison Powder (Ex): once per hour, Butterfree may unleash a cloud of fine powder out to Close Range. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Poisoned, taking 1d6 Con damage and being Sickened for one minute. At the end of this minute, they must save again or suffer another 1d6 Constitution damage as the secondary damage. This is a [Poison] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Butterfree, rendering it unable to use it for the hour but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Butterfree as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 1,500 GP, and a DC 20 Craft (Alchemy) check can then dilute and refine it into one thousand ounces of harmless exotic perfume, each selling for 5 GP.
Sleep Powder (Ex): once per hour, Butterfree may unleash a cloud of fine powder that extends ten feet from it in all directions. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or fall Asleep for ten minutes (or until woken up normally). A DC 15 Survival check can harvest a dose from a cooperative (or dead) Butterfree, expending an hourly use but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Butterfree as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 1,500 GP, and a DC 20 Craft (Alchemy) check can then dilute and refine it into fifty ounces of relatively harmless sedatives to help people sleep, each selling for 50 GP. This is a [Poison] effect.
At 6 hit dice, it learns Confusion.
Confusion (Sp): with a Standard Action once per hour, Butterfree may unleash a psychic blast of energy that fries the synapses of all in a 10' radius Burst within Medium Range. Those in the area suffer 1d8 non-lethal damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Those that fail the save are Confused for one round per hit die. This is a [Mind-Affecting] [Psychic] effect.
At 7 hit dice, it learns Air Slash and increases its Natural Armour by 1.
Air Slash (Su): with a Standard Action, a flying Butterfree may flap its wings to generate a slashing rush of winds. It makes one Ranged Touch Attack against a 10' radius Burst in Medium Range, dealing 2d4 damage plus its Charisma Bonus, with a critical value of 20/x4. This also clearns all plant-based terrain in the area, slicing it apart and clearing the area as though professional lawn-mowing and bush-whacking services had been performed. At 12 and 18 hit dice, the damage increases by 2d4. This is a [Flying] attack.
At 8 hit dice, it learns Stun Spore.
Stun Spore (Ex): once per hour, Butterfre may unleash a cloud of paralytic neurotoxins, extending ten feet from it in all directions. All in the area must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or be Paralyzed, Stunned and Dazed, for 1 round, then Stunned and Dazed for one round, then Dazed for the round thereafter. This is a [Poison] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Butterfree, rendering it unable to use it for the hour but providing a single dose that is administered by inhalation. A DC 25 Survival check can harvest the dose from an uncooperative Butterfree as a Full Round Action that provokes Attacks of Opportunity. The poison sells for 2,000 GP.
At 9 hit dice, it learns Psybeam.
Psybeam (Su): with a Standard Action, Butterfree may focus its psychic powers into a beam, unleashing it as a Ranged Touch Attack out to Medium Range. If it hits, this deals 1d6 non-lethal damage per hit die and forces the target to attempt a Will Save (DC 10 + half its hit dice + its Charisma Bonus). Failure results in Confusion for 2d4 rounds. This can be used once per hour, however it may be used a second time by expending the hourly use of Confusion, and vice versa. This is a [Mind-Affecting] [Psychic] effect.
At 10 hit dice, it learns Panic Poison and increases its Natural Armour by 1.
Panic Poison (Su): once per hour, Butterfree may use a Full Round Action to unleash a cloud of poison powder that affects the brain. This creates a 10' radius Cloud adjacent to or covering Butterfree, and then travels along one direction chosen at the time of use, moving 15 feet per round for three rounds then disappating. Any time a creature enters the area or starts their turn in it, they must attempt a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus). Failure results in the target Panicking for 1d4 rounds, then being Confused for one round per hit die. This is a [Mind-Affecting] [Poison] effect.
At 11 hit dice, it learns Safeguard and Pollen Puff.
Safeguard (Sp): with a Full Round Action at will, Butterfree may chant and create a magical barrier out to 15 feet. For the next four rounds, Butterfree cannot be afflicted by Poison, Disease, Burn, Frostburn, Drowsiness, Sleep, Paralysis, Stun, Daze, Fatigue, Exhaustion, Sickening, Nausea, Rage, Confusion or [Fear] effects, nor can any ally within the area. Existing effects are not suppressed, however. This is a [Normal] effect.
Pollen Puff (Su): with a Standard Action once per hour, Butterfree may hurl a clump of magical pollen at a target within Close Range. This requires a Ranged Touch Attack, and if it hits, it either deals 1d6 damage per hit die from Positive Energy, or heals 1d6 damage per hit die (Butterfree's choice). This may even be used to heal Undead. This is a [Bug] effect.
At 12 hit dice, it learns Bug Buzz and Tailwind.
Bug Buzz (Ex): once per five rounds, Butterfree may buzz extra loud, unleashing a Cone out to Close Range as a Standard Action. All in the area suffer 1d6 Sonic damage per hit die, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). This also deals 1 point of Wisdom damage per 3 hit dice (round up), which is also halved on a successful save. This is a [Sonic] [Bug] effect.
Tailwind (Su): with a Full Round Action, Butterfree may flap its wings extra hard and call upon the storms to grant a great tailwind. This sets the direction and strength of the wind (at Butterfree's choice), without being able to create actual damaging storms, for the next minute. During that time, all movement speeds and projectile ranges moving in that direction are doubled, whereas those moving in the opposite direction are halved. This affects a five hundred foot radius, and can be performed once per hour. This is a [Flying] effect.
At 13 hit dice, it learns Rage Powder, and increases its Natural Armour by 1.
Rage Powder (Ex): once per hour, Butterfree may use a Standard Action to unleash a cloud of powder that enrages all who inhale it. This extends ten feet in all directions, and all in the area must attempt a Will Save (DC 10 + half its hit dice + its Constitution Bonus) or be affected by a Rage effect for one minute. For this duration, every turn the target has a 50% chance of attacking the nearest target, and a 50% chance of attacking Butterfree. This is a [Bug] effect. A DC 15 Survival check can harvest a dose from a cooperative (or dead) Butterfree, rendering it unable to use it for the hour but providing a single dose that is administered by inhalation, or can be synthesised into a Potion of Rage - either way it sells for 300 GP. A DC 25 Survival check can harvest the dose from an uncooperative Butterfree as a Full Round Action that provokes Attacks of Opportunity.
At 14 hit dice, it learns Quiver Dance and its Fly Speed becomes Perfect.
Quiver Dance (Su): once per five rounds, Butterfree may use a Move-Equivalent Action to dance about in a strange way that keeps it alert, building up its offences and defences. This grants it a +4 Morale Bonus to Dexterity, Wisdom and Charisma for five rounds, or +6 if it succeeds at a DC 30 Perform (Dance) check. For the same duration, all of its movement speeds are increased by 20 feet. This is a [Bug] effect.
At 15 hit dice, it learns Maximum Befuddle, which may only be used when Mega-Evolved.
Maximum Befuddle (Su): once per minute, Mega-Butterfree can unleash a wild spray of hallucinogenic powder that looks like miniature glowing butterflies. This is a Full-Round Action, and creates a Luminous Swarm effect out to Medium Range for five rounds. Additionally, at the moment of activation, all within the area are Confused for one round per hit die, with a Will Save (DC 10 + half its hit dice + its Charisma Bonus) to reduce it to 3 rounds. This is a [Bug] effect.
Rare Traits:
Tinted Lens (Ex): the specially tinted and polarised lens of Butterfree's eyes help it to overcome the weaknesses in its attacks, damaging even resistant foes. As such, if an attack it makes is Not Very Effective, increase the effectiveness by one degree - a regular resistance could thus hit neutrally, although a doubly-resisted attack would still be resisted. This is a [Pokebility].
Mega-Evolution: when Butterfree becomes Mega Butterfree, its Pokebility becomes Compound Eyes if it was not already, and it becomes brighter and more colourful. Its Natural Armour increases by 6, its Constitution, Charisma and Wisdom increase by 4 each (gaining Temporary Hit Points), and its Dexterity increases by 2.

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Koumei
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### Re: Pokedex Redone

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Post by Koumei » Sat Mar 04, 2023 4:35 pm

(Beedrill gets heaps of named special attacks in the card game, and I am absolutely drawing on these.)
Weedle
Tiny Vermin, CR 1/4
1 15 10 1 10 2
1d6 (3 HP), Init +6, Speed 20' Climb 10'
BAB/Grab: +0/-13
-Gore +4 (1d3-5 plus Poison)
AC: 14 (+2 Size, +2 Dex), Flat 12, Touch 14
Fort +0 Ref +4 Will +2
Feats: Weapon Finesse (B), Improved Initiative
Skills: Climb +7
Special Attacks: String Shot, Poison Sting
Special Qualities: Shield Dust
Rare Traits: Run Away, Snore, Bug Bite
Tutor Moves: Electroweb
Advancement: 2+, usually evolves into Weedle at 2 HD
Hit Dice: 1d6 HP, Poor BAB, Good Ref and Will, 2 + Int skill points
This little creature is about a foot in total length. It looks a bit like a worm or caterpillar, with a sharp horn on its head.
Bug and Poison Traits: Weedle does not have the usual Vermin traits. It is weak against [Fire], [Flying], [Psychic] and [Rock] attacks, and resist [Fairy], [Fighting] and [Grass] attacks. It's Gore is a [Poison] attack.
Poison Sting (Ex): Weedle has a venomous sting. Anything damaged by its Gore is afflicted by Poison, with Primary and Secondary damage of 2 Dexterity and Constitution damage. The Save DC is Constitution-based, so for the standard Weedle is 10.
String Shot (Ex): with a Standard Action at will, Weedle can spit a stream of silk string out as a Ranged Touch Attack to 15 feet. If it hits, the target becomes Entangled for three rounds. If already Entangled, they become Slowed for the same duration, which is reset to three rounds again. Future uses against a Slowed opponent reset the duration. This is a [Bug] attack.
Shield Dust (Ex): the "scales" on Weedle will flake off like ablative armour, breaking free to protect it against harm. It has Damage Reduction x/- against attacks that have any secondary effect beyond damage, where x equals its hit dice (minimum 1/-). This is a [Pokebility].
Rare Traits:
Run Away (Ex): if Weedle has this rare [Pokebility], which replaces Shield Dust, it is better at running away: when performing a Withdraw action, it can move as though Running, and provokes no Attacks of Opportunity from anyone.
Snore (Su): this attack can only be used while asleep. Everything in Close Range suffers 1d6 Sonic damage per 2 hit dice, with a Will Save for half (DC 10 + half its hit dice + its Charisma Bonus). Anything that fails is also Staggered for one round. This is a [Normal] attack.
Bug Bite (Ex): a Weedle with this attack gainst a Primary Bite attack that is made as a Full Round Action. This deals 1d6 damage for a Medium creature, so for Weedle would deal 1d3-5 damage. This ignores all effects of Armour and Shields - the bonus to AC and any special effects - and allows it to eat any one item of food amongst the target's possessions as it swarms over them. This is a [Bug] attack.
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Kakuna
Small Vermin, CR 2
3 7 20 3 12 4
2d12+10 (23 HP), Init +2, Speed 10', Climb 5'
BAB/Grab: +1/-7
-Slam +0 (1d4-4)
AC: 19 (+1 Size, -2 Dex, +10 Natural Armour), Flat 19, Touch 9
Fort +5 Ref +1 Will +4
Feats: Weapon Finesse (B), Improved Initiative
Skills: Climb +9
Special Attacks: String Shot
Special Qualities: Shed Skin, Harden
Rare Traits: Snore, Bug Bite
Tutor Moves: Electroweb, Iron Defence
Advancement: 3+, usually evolves into Beedrill at 3 HD
Hit Dice: 1d12 HP, Poor BAB, Good Ref and Will, 2 + Int skill points
What at first seemed to be some form of shell turned out to be a big yellow coccoon. It has an angry expression, so best leave it alone.
Bug and Poison Traits: Kakuna does not have the usual Vermin traits. It is weak against [Fire], [Flying], [Psychic] and [Rock] attacks, and resists [Fairy], [Fighting] and [Grass]. It's Slam is a [Bug] attack.
Shed Skin (Ex): at the end of Kakuna's turn, if it has any of the following conditions, it has a 25% chance for that condition to end instantly: Sickened, Shaken, Dazed, Stunned, Dazzled, Nauseated, Frightened, Panicked, Cowering, Drowsy, Asleep, Comatose, Paralysed, Petrified, Burned, On Fire, Frostburned, Confused, Blind, Deaf, Slowed, Staggered, Fatigued, Exhausted. This is a [Pokebility].
Harden (Ex): any time Kakuna takes a Full Defence, it gains a +8 Armour Bonus to Armour Class, and also gains DR 8/-. Both of these last until the start of its next turn. This is a [Normal] effect.
Beedrill
Medium Magical Beast, CR 3
15 17 12 6 11 8
3d8+3 (16 HP), Init +7, Speed 10', Fly 40' (Good)
BAB/Grab: +2/+4
-2 Primary Stings +7/+7 (1d8+2 and Poison, 19-20/x3) and Secondary Sting +5 (1d6+1 and Poison)
AC: 15 (+1 Size, +3 Dex, +1 Natural), Flat 12, Touch 14
Fort +2 Ref +6 Will +3
Feats: Weapon Finesse (B), Improved Initiative, Multiattack
Skills: Spot +6
Special Attacks: String Shot, Augmented Stingers, Poison Sting, Fury Attack
Special Qualities: Swarm
Rare Traits: Snore, Sniper
Tutor Moves: Electroweb, Hyper Beam, Rest, Double Team, Defog, U-Turn, Swagger, Swords Dance, Drill Run, Toxic, Gunk Shot
Advancement: 4-15 HD (Medium), 16+ HD (Large)
Hit Dice: 1d8 HP, Medium BAB, Good Ref and Will, 2 + Int skill points
The pokemon that hovers before you is like a giant wasp, of human size and with a pair of extra arm-stingers the size of rapiers.
Bug and Poison Traits: Beedrill does not have the usual Vermin traits. It is weak against [Fire], [Flying], [Psychic] and [Rock] attacks, and resists [Fairy], [Fighting] and [Grass]. It's Stings are [Poison] attacks.
Augmented Stingers (Ex): the primary Sting attacks of Beedrill deal damage as though one Size Category larger, and also have a base Critical value of 19-20/x3.
Poison Sting (Ex): anything damaged by Beedrill's sting is afflicted by Poison, with Primary and Secondary damage of 4 Dexterity and Constitution damage. The Save DC is Constitution-based, so for the standard Beedrill is 12.
Fury Attack (Ex): if Beedrill attacks a foe two rounds in a row, and takes any damage between those two turns, it is angered, gaining a +2 Morale Bonus on attack and damage rolls for the second round. If it keeps attacking the same opponent and taking damage, this can stack, becoming +4 on the third turn, then +6 and so on.
Swarm (Ex): Beedrill naturally occurs in swarms. It ignores Swarm attacks, and their Distraction, and can safely move in them, bringing them with it to serve as cover. Should it do this, the swarm will attack anything that it does. It also doubles all benefits gained or given by Aid Other and Flanking. This is a [Pokebility].
At 4 hit dice, it learns Twin Needle and increases its Natural Armour by 1.
Twin Needle (Ex): with a Standard Action, Beedrill can fire venomous needles from its arm stingers. This allows it to make two Primary Sting attacks at a range of up to 30 feet. If they both hit the same target, the Save DC against Poison increases by 4, and the Primary and Secondary damage are increased to 1d4+4 Dexterity and Constitution damage. This is a [Bug] attack.
At 5 hit dice, it learns Laser Focus and Poison Jab.
Laser Focus (Su): with a Standard Action, Beedrill may focus on something as though with a laser guidance system. The next successful attack it makes against that target, provided it is made before the end of its next turn, is upgraded to a confirmed critical hit.
Poison Jab (Ex): with a Standard Action, or as the attack at the end of a Charge, Beedrill can make a single Primary Sting attack that has a base damage of 2d6 for a Medium creature (and thus 2d8 for the Augmented Stingers), with an Enhancement Bonus of +1 per 3 hit dice (round up). The Enhancement Bonus even applies to the Save DC of the Poison (but not the ability damage). This is a [Poison] attack.
At 6 hit dice, it learns Assurance and Toxic Spikes.
Assurance (Ex): any time Beedrill threatens a foe, if the foe is damaged by anything that is not the Beedrill or an Attack of Opportuniy, it may take an Attack of Opportunity against the target. This is a [Dark] attack and does not deliver its Poison.
Toxic Spikes (Su): with a Standard Action, Beedrill can scatter venomous spikes around. This creates a Spike Growth effect, with a duration of 1 round per hit die. Furthermore, any creature that takes damage from this must make a Fortitude Save against Poison at the end of their turn - the Save DC is Constitution-based, and the Primary damage is 2 Strength damage, followed by taking 1d4 damage per round for one minute. The Secondary damage is 2 Constitution damage. If it casts this on a new area, any existing instances of its Toxic Spikes vanish (although any damage is still done). It may, however, cast it on an already-affected area, in which case it deals damage as a Spike Stones effect, the Ability Damage is doubled, and the ongoing poison damage becomes 1d6 per round. This is a [Poison] effect.
At 7 hit dice, it learns Pin Missile and increases its Natural Armour by 1.
Pin Missile (Ex): with a Full Round Action, Beedrill may unleash a hail of needle-like stingers at targets within 30 feet. It makes three ranged attacks, plus one extra attack at eleven and sixteen hit dice respectively. Each one deals 1d6 Piercing damage (for a Medium creature), plus half its Strength Bonus, and a 20/x2 Critical value, and damage is added together before applying Resistance or Weakness a single time. This is a [Bug] attack and does not carry its venom, nor does it benefit from Augmented Stingers.
At 8 hit dice, it learns Fell Stinger and Pursuit.
Fell Stinger (Su): with a Standard Action, Beedrill can make a single Primary Sting attack against a target. If this reduces the target below 1 hit point, or the Primary damage from the Poison reduces an Ability Score to zero, Beedrill is then fully empowered by the experience and the joy of murder, gaining a +8 Enhancement Bonus to Strength for one minute.
Pursuit (Ex): Beedrill may make an Attack of Opportunity against a target that leaves a threatened square even as a result of Teleportation or being returned to a Pokeball. When it makes an Attack of Opportunity that was provoked by leaving a threatened square, this deals an extra 4d6 damage and is treated as a [Dark] attack.
At 9 hit dice, it learns Aerial Ace and Brick Break.
Aerial Ace (Ex): when flying as a Move Action, Beedrill may use a Standard Action at any point during the movement to swoop a target - this allows it to move, attack and continue moving. It may perform this attack as a Charge, with all benefits (aside from doubled movement) and drawbacks (including targeting requirements) if it wishes, still moving afterwards. This ignores Cover and Concealment, providing it has actual line of effect, and is a [Flying] attack.
Brick Break (Ex): with a Standard Action, Beedrill may focus its anger into smashing a solid object with a precise martial arts strike. This is resolved as a Slam attack with a base damage of 1d8 plus its Strength Bonus (for a Medium Creature), ignoring Damage Reduction and Hardness, dealing full damage to objects, even able to shatter [Force] effects if it deals at least 10 points of damage. This bypasses (and indeed destroys) Light Screen and Reflect, and if it destroys an intervening object behind which someone is hiding, it may continue the attack against the creature. This is a [Fighting] effect.
At 10 hit dice, it learns Hazard Stinger and increases its Natural Armour by 1.
Hazard Stinger (Su): whenever Beedrill benefits from Fell Stinger's bonus, it may make a single primary Sting attack as a Standard Action. If this hits, the target is automatically Poisoned as per Poison Sting - there is no saving throw, so if they're not Immune it just happens. Furthermore, they must pass a Fortitude Save (same Save DC that the Poison normally has) or suffer from Paralysis for 1d4+1 rounds. This is a [Poison] attack.
At 11 hit dice, it learns Roost and Cross Poison.
Roost (Su): with a Full Round Action, Beedrill may land on terrain and rest, letting its guard down completely as it calms down and recovers from harm. Any Flying Pokemon that does this loses Flying Pokemon traits until their next turn, likewise the Levitate Pokebility is suppressed. It also is denied its Dexterity Bonus to Armour Class until the start of its next turn, however it regains lost hit points equal to its hit dice total. This is a [Flying] effect.
Cross Poison (Ex): with a Standard Action, Beedrill may make two Primary Sting attacks against the same target, with a doubled Critical Threat range (17-20). If one attack hits, there is a chance of Poison as per Poison Sting. If both attacks hit, the Save DC and both types of Ability Damage are increased by 2. Each Critical Hit scored also increases the Save DC by 2. This is a [Poison] attack, and if it is Resisted, add the damage together before subtracting the defender's hit dice a single time.
At 12 hit dice, it learns X-Scissor and Destiny Stinger.
X-Scissor (Ex): with a Standard Action, Beedrill may make two Primary Sting attacks against the same target, without carrying its venom. These have a doubled Critical Threat range (17-20), and if either of the attacks is a Critical Hit, both of them are (providing they both actually hit). This is a [Bug] attack, and if it is Resisted, add the damage together before subtracting the defender's hit dice a single time.
Destiny Stinger (Su): with an Immediate Action upon being hit by an attack that would reduce it below zero HP or kill it outright, Beedrill may make a single Sting attack against its attacker if they are within 30 feet. If it hits, the target takes damage as normal, and must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or die. Beedrill then dies after this, even if it had only been reduced to negative hit points. This is a [Bug] attack.
At 13 hit dice, it learns Allergic Shock and Link Needle, and increases its Natural Armour by 1.
Allergic Shock (Ex): if a creature within thirty feet is suffering from the Poison of Beedrill, it may use a Full Round Action to target them with its malice and fury, causing their own immune system to run riot and kill them. They must pass a Fortitude Save (DC 10 + half its hit dice + its Constitution Bonus) or die instantly. This is a [Poison] attack.
Link Needle (Ex): Beedrill may use its Twin Needle attack as a Swift Action against any target it has already damaged in its turn, as a follow-up attack. It may also perform this as an Immediate Action against a target it damages with an Attack of Opportunity. This is still a [Bug] attack.
At 14 hit dice, it learns Persist Sting and its Fly Speed becomes Perfect.
Persist Sting (Su): with a Standard Action, Beedrill may make a single Poison Jab attack which, if it hits, deals Vile damage. Additionally, it still carries the venom of Poison Jab, except it deals Ability Drain instead of Ability Damage. This is a [Poison] attack.
At 15 hit dice, it learns Maximum Sting, which may only be used when Mega-Evolved.
Maximum Sting (Su): once per minute, Mega-Beedrill may charge in a Line as wide as it is, with a length of up to its normal Charge distance, plowing through intervening targets if it so wishes. When doing this, it makes a single Poison Jab attack plus Twin Needle, and applies both of these against every single target in its path. It cannot add Link Needle to this, as it is effectively doing so already to every single target. The constituent attacks involved in this are their own normal types.
Rare Traits:
Sniper (Ex): the rare Beedrill with this ability delivers deadly critical hits. Any critical hit has a doubled multiplier (so its Primary Stings are 19-20/x5 and the Secondary Sting is 20/x3). This is a [Pokebility].
Mega-Evolution: when Beedrill becomes Mega Beedrill, its Pokebility becomes Adaptability, and it becomes even bigger with massive stingers. Its Natural Armour increases by 4, its Strength increases by 6, its Dexterity and Constitution increase by 4 each (gaining Temporary Hit Points), and its Wisdom increases by 2. Additionally, all of its natural weapons are considered Primary (as such it has three Primary Stingers benefiting from things like Augmented Stingers) and deal damage as though another size larger (in addition to the increase from Augmented Stingers) as well as dealing double damage (for a total of x4 on a critical hit) on a Charge.
Adaptability: whenever a pokemon with this Pokebility uses a damaging attack, ability or natural weapon that shares a Type with it (such as a Pokemon with Poison and Bug Traits using a [Bug] or [Poison] attack), the attack's base damage is doubled - this includes static bonuses but not extra dice, and this base damage is still multiplied on a critical hit - for instance an attack that would deal 1d6+3 damage and has a x2 Critical would become 2d6+6 and, on a Critical hit, would deal 4d6+12 damage.

> Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.

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