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## Moar Pokeymans

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Prak
  Serious Badass
  Posts: 17329
  Joined: Fri Mar 07, 2008 7:54 pm

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Post by Prak » Tue Sep 18, 2012 3:20 am

On the subject of those sizes:
(spoilered because of BigMcFuckinLargeAndHuge Image)

> - Lugia (17’01) is BIGGER than Kyogre, and Giratina (Altered Forme) (both at 14’09), and Groudon (11’06)
> - Venusaur is 6’07… bigger than all the other starter final evolutions, except for Torterra (7’03), and Feraligatr (7’07). Venusaur is actually larger than Charizard who is a mere 5’07.
> - Hydreigon is only 5’11; Flygon (6’07), Dragonite (7’03), and Garchomp (6’03) are all much larger. Even Yanmega (6’03) is larger.
> - Blastoise is only 5’03… basically, I am almost as tall as Blastoise (I am 5’01) and I am considered short. Emboar is the same height as Blastoise.
> - Haunter is 5’03, same with Noctowl (Noctowl is taller than me).
> - Manetric is 4’11.
> - Houndoom is 4’07, that is huge for a dog (I tried drawing one at that height beside myself in a picture… it did not turn out well)
> - Infernape is the smallest fully evolved starter Pokemon, standing at 3’11. Bayleef is the same height as Infernape.
> - Linoone is listed as being 1’08, meanwhile Furret is listed as 5’11.
> - Mew is only 1’04 (smaller than most starter Pokemon, such as Squirtle, Chikorita, Cyndaquil, Snivy, and more).
> - Azurill (‘08) is tinier than Sewaddle, Caterpie, Taillow, and Litwick (all 1’00)
> - Slowking is 6’07

Last edited by Prak on Sun Sep 30, 2012 8:07 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.

> Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

> FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
> You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

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Whipstitch
  Prince
  Posts: 3657
  Joined: Fri Apr 29, 2011 10:23 pm

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Post by Whipstitch » Tue Sep 18, 2012 3:36 am

I've always enjoyed how fuck off huge onix and mr. fish are compared to the rest of the crew. Also, I briefly entertained swiping Rufflet just to roleplay a zen archer monk as actually being a D&D style ranger, only if D&D rangers weren't made out of super compressed tears and failure.
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Koumei
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  Location: South Ausfailia

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Post by Koumei » Tue Sep 18, 2012 3:47 am

Prak: exactly, that's the kind of bullshit that needs to go.
Although I will note that in actual real-world evolution, most monsters ended up smaller and in many cases cuter (dinosaurs -> chickens, dire wolves and bearhounds -> dogs, dire wombats -> wombats). But Pokemon doesn't use actual evolution, it just uses the term and confuses children and idiots.
Also, people should pay no notice to me deciding to stat up Garchomp, Eelektross, Milotic and Braviary, and to re-do Spiritomb and Lucario on the dndwiki site. That is just me being spontaneous, randomly picking things that are cool, as is characteristic of me.

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

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Prak
  Serious Badass
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Post by Prak » Tue Sep 18, 2012 4:18 am

What's really sad is that I'm taller than all of the starter final forms except venusaur. Hell, I'm as tall as fucking Hydreigon.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.

> Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

> FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
> You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

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

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Post by Koumei » Tue Sep 18, 2012 4:31 am

Yeah, I'm slightly taller than Charizard.

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

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Whipstitch
  Prince
  Posts: 3657
  Joined: Fri Apr 29, 2011 10:23 pm

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Post by Whipstitch » Tue Sep 18, 2012 4:59 am

Machamp is 5'3" but 286 pounds.
It is a mystery.
bears fall, everyone dies
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Maxus
  Overlord
  Posts: 7645
  Joined: Fri Mar 07, 2008 7:54 pm

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Post by Maxus » Tue Sep 18, 2012 5:18 am

Muscle density, best I can determine.
A machamp's muscles would be hard enough for you to crack rocks on.
Another complication--a lot of times, pokemon are measured by length and that's slapped into height. So Dratini is seven feet long. Dragonair is 13.
It's anyone's guess what dimension Lugia or Kyogre is measured by.
But yeah. A lot of Pokemon aren't that big.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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...You Lost Me
  Duke
  Posts: 1854
  Joined: Mon Jan 10, 2011 5:21 am

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Post by ...You Lost Me » Tue Sep 18, 2012 5:32 am

The TV show definitely mad Charizard out to be bigger...

> DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.

> Kaelik wrote:I invented saying mean things about Tussock.

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Quantumboost
  Knight-Baron
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Post by Quantumboost » Tue Sep 18, 2012 1:26 pm

> Koumei wrote:dire wolves and bearhounds -> dogs

That's not evolution, that's human selection for the permababy trait (so they don't do stuff like try the "I will fight the alpha to be the new alpha" thing). And babies are cute, presumably so adults don't maul them in a fit of rage from all the crying.

> Count Arioch the 28th wrote:I'm not going to go full-asshole, but I'm turning up the dial about 50 millikaeliks.

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Koumei
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Post by Koumei » Wed Sep 19, 2012 6:12 am

Well, bearhounds were selected out by dint of wolves being better hounds and bears being better bears - the bearhound just didn't really cut it and didn't have the mental stats of the D&D Bearhound, so...

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

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Koumei
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Post by Koumei » Thu Sep 20, 2012 2:53 am

Zekrom
Gargantuan Dragon [Air]
36 10 25 11 12 21
10d12+80 (145 HP)
Initiative +0
Speed: 50' Fly 250' (Average)
BAB/Grab: +10/+35
Attack: Bite +19 (4d6+13) and 2 Claws +23 (3d6+10, 18-20/x2) and Tail +19 (4d6+19)
AC: 32 (-4 Size +0 Dex +26 Natural)
flat 32 touch 6
F +14 R +7 W +8
Feats: Multi-Attack, Power Attack, Improved Multi-Attack, Improved Toughness
Skills: Intimidate +20, Sense Motive +14, Spot +14, Jump +26, Listen +14, Perform: Laser-Lights +18
Special Attacks: Breath Weapon, Thunderbolt, Thunder Wave, Dragon Tail, Dragon Claws, Fusion Bolt, Thunder Fang
Special Qualities: Dragon Pokemon Traits, Electric Pokemon Traits, Teravolt
Advancement: 11-13 HD (Gargantuan), 14-17 HD (Colossal), 18+ HD (BigLargeMcFuckenHuge)
Teravolt (Ex): Zekrom is so electrical that it builds up a completely overpowering charge. It ignores all immunities and resistances to Electricity (including Electricity Absorption).
Breath Weapon (Su): Once per five rounds, Zekrom can unleash a Breath Weapon with a Standard Action. It is a Cone suitable for its size as a Dragon, and deals 1d6 Fire damage per hit die with a Reflex Save for half (Charisma-based). Those who fail the save are also Paralysed for 1d3 rounds. This is a [Dragon] effect. The sample Zekrom deals 10d6 damage with a Save DC of 20.
Thunderbolt (Su): With a Standard Action, Zekrom may unleash a thunderbolt against a target within Close range. The thunderbolt has a 5' radius spread and deals 1d6 damage per HD, with a Reflex Save for half damage (Charisma-based). Anyone damaged by it is Entangled for one round. Thunderbolt comes directly from the sky, and cannot be used indoors or underground. This is an [Electric] effect. The sample Zekrom deals 10d6 damage with a Save DC of 20.
Thunder Wave (Su): With a Standard Action, Zekrom can unleash a burst of electromagnetic waves out to Close Range. All in the area must pass a Fortitude Save (Charisma-based) or be Anchored and Entangled for 3 rounds. If it is Super-Effective, they are instead Paralysed. This is an [Electric] effect. The sample Zekrom has a Save DC of 20. In a Contest, using this allows Zekrom to target one Pokemon that is not [Ground] Type and force them to go last in the following Round.
Dragon Tail (Ex): Zekrom has a Tail attack that is also a Primary attack like its Bite. This is a [Dragon] effect, and adds 1.5x Strength Bonus to damage, it's so mighty. Anyone hit must pass a Fortitude Save (Strength-based) or be hurled 30' back and Prone. In a Contest, whoever acts immediately after Zekrom has to roll higher, or they lose their turn completely. The sample Zekrom's DC is 28.
Dragon Claws (Ex): Zekrom's Claw attacks are [Dragon] effects. Additionally, they crit like Scimitars and have an Enhancement Bonus to Attack and Damage rolls of +1 per 3 HD (round up).
Fusion Bolt (Su): With a Full Round Action, Zekrom may unleash this devastating move. It surrounds itself with electricity and then flings itself through the sky as a bolt of plasma. Zekrom may Dimension Door to any location it can see when using this ability, then makes one melee touch attack, comparing it to the AC of all adjacent targets. Those hit suffer 1d6 Electricity damage per hit die, and must pass a Fortitude Save (Charisma-based) or be Blinded and Anchored for 3 rounds. This is an [Electric] effect. The sample Zekrom has a Save DC of 20 and deals 10d6 damage.
If another Pokemon uses Fusion Flare to take off from or land next to Zekrom, then on Zekrom's next turn, Fusion Bolt is Empowered (the sample Zekrom dealing 15d6 damage). In a Contest, if Fusion Flare is used and Zekrom then uses Fusion Bolt in the same Round, Zekrom gains an extra Point.
Thunder Fang (Su): Zekrom's Bite deals +2d6 Electricity damage and, if the target fails a Fortitude Save (Strength-based), Anchors and Entangles them for one round. This is an [Electric] effect. The sample Zekrom has a Save DC of 28.
Additional Hit Dice:
Every hit die, increase Natural Armour by 1.
Every odd hit die, increase Strength by 1.
Every even hit die, increase Constitution or Charisma by 1.
At 12 hit dice, it learns Thunder (Su): with a Standard Action once per 3 rounds, it unleashes a mighty blast of lightning in Medium Range. The bolt has a 10' radius blast and deals 6 damage per HD, with a Reflex Save for to negate it (Charisma-based). Anyone damaged by it is Paralysed for one round. Thunder comes directly from the sky, and cannot be used indoors or underground. This is an [Electric] effect.
In heavy rain, or lightning storms, this move ignores all Miss Chances and has a +4 bonus to the Save DC. In bright sunshine or sandstorms, it has a -4 penalty to the Save DC.
At 15 hit dice, it learns Wild Charge (Ex): when it makes a charge attack, it may deal +1d6 Electricity damage per 10' moved. This is an [Electric] effect. In a Contest, Zekrom may elect to automatically go first (rolling off between multiple automatic-firsts), using Wild Charge. It gains a bonus to the roll equal to the number of Contestants it overtakes.
At 18 hit dice, it learns Outrage (Su): Zekrom enters an Outrage, which takes a Full Round Action, and everything within 50 feet takes 1d6 fire damage per level. This leaves a smoking crater in the ground. The following round, it automatically uses the ability again, this time hitting for 1d8 damage per level out to 75 feet. Finally, on the third round it deals 2d6 damage per level out to 100 feet, then becomes Exhausted for one minute. This cannot be used while Fatigued or Exhausted. This is a [Dragon] effect.
At 20 hit dice, it learns Bolt Strike (Su): this can be used once per hour, and is effectively the same as Fusion Bolt, except it targets a single creature, requires a melee attack, adds Strength Bonus to damage, and deals maximum damage. Furthermore, this is treated as a charge, so benefits from the bonus to hit and Wild Charge (not maximised). If the target fails its save, they are Paralysed for 3 rounds.
This does not combine with Fusion Flare, unlike Fusion Bolt. In a Contest, its use demolishes the stadium: after any points are awarded, the Contest is over.
Note: if using Tome feats, replace Power Attack with Blitz, Improved Multi-Attack with Whirlwind Attack and Improved Toughness with Great Fortitude.
---
Reshiram
Gargantuan Dragon [Fire]
30 10 21 10 25 31
10d12+50 (115 HP)
Initiative +0
Speed: 50' Fly 250' (Average)
BAB/Grab: +10/+32
Attack: Bite +16 (4d6+10) and 2 Claws +16 (3d6+5, 17-20/x2)
AC: 26 (-4 Size +0 Dex +20 Natural)
flat 26 touch 6
F +12 R +7 W +22
Feats: Multi-Attack, Improved Multi-Attack, Ability Focus: Flamethrower, Ability Focus: Fusion Flare
Skills: Intimidate +27, Spot +18, Listen +18, Sense Motive +18, Perform: Fire Eating +23, Bluff +23
Special Attacks: Fire Fang, Fusion Flare, Flamethrower, Slashing Claws, Imprison
Special Qualities: Dragon Pokemon Traits, Fire Pokemon Traits, Turboblaze
Advancement: 11-13 HD (Gargantuan), 14-17 HD (Colossal), 18+ HD (BigLargeMcFuckenHuge)
Turboblaze (Ex): Reshiram is so hot it melts everything. It may add its Charisma Bonus as a Resistance Bonus to Will Saves, causing so much heat resistance that most effects don't make it through. Additionally, it ignores all immunities and resistances to Fire (including Fire Absorption), and immunities to being set on fire or Burned.
Fire Fang (Su): Reshiram's Bite deals +2d6 Fire damage and, if the target fails a Reflex Save (Strength-based), sets fire to them. This is a [Fire] effect. The sample Reshiram has a Save DC of 25.
Fusion Flare (Su): With a Full Round Action, Reshiram may unleash this devastating move. It surrounds itself with flames and then flings itself through the sky like a solar flare. Reshiram may Dimension Door to any location it can see when using this ability, then makes one melee touch attack, comparing it to the AC of all adjacent targets. Those hit suffer 1d6 Fire damage per hit die, and must pass a Reflex Save (Charisma-based) or catch fire. This is a [Fire] effect. The sample Reshiram has a Save DC of 25 and deals 10d6 damage.
If another Pokemon uses Fusion Bolt to take off from or land next to Reshiram, then on Reshiram's next turn, Fusion Flare is Empowered (the sample Reshiram dealing 15d6 damage). In a Contest, if Fusion Bolt is used and Reshiram then uses Fusion Flare in the same Round, Reshiram gains an extra Point.
Flamethrower (Su): This attack strikes in a 40-ft. line or 20-ft. cone and deals 1d6 fire damage per HD; this fire is hot enough to deal full damage to objects. Creatures in the area may halve the damage on a successful Reflex Save (Charisma-based). This can only be used once per 1d4+1 rounds, and is a [Fire] effect. The sample Reshiram has a Save DC of 25 and deals 10d6 damage.
Slashing Claws (Ex): Reshiram's Claws are really sharp - they are resolved as [Normal] effects and have a big Threat Range (as can be seen). In a Contest, using this to gain a point instantly results in a massive success, gaining an extra point and raising the DC.
Imprison (Sp): Reshiram can cast Forcecage once per hour and Imprisonment once per day. These are [Psychic] effects and the Save DC is Charisma-based. The sample Reshiram has a Save DC of 25/
In a Contest, using either of these abilities lets you target one other contestant who rolled lower than Reshiram. They cannot act on the next Round.
Additional Hit Dice:
Every hit die, add +1 Natural Armour.
Every odd hit die, increase Charisma by 1.
Every even hit die, increase Strength or Wisdom by 1.
At 12 hit dice, it learns Dragon Pulse (Su): it may use Flamethrower as a [Dragon] effect, and those that fail the saving throw are Confused for 1 minute.
At 14 hit dice, it gains Spell Resistance 10 + hit dice
At 16 hit dice, it learns Outrage (Su): Reshiram enters an Outrage, which takes a Full Round Action, and everything within 50 feet takes 1d6 fire damage per level. This leaves a smoking crater in the ground. The following round, it automatically uses the ability again, this time hitting for 1d8 damage per level out to 75 feet. Finally, on the third round it deals 2d6 damage per level out to 100 feet, then becomes Exhausted for one minute. This cannot be used while Fatigued or Exhausted. This is a [Dragon] effect.
At 18 hit dice, it learns Fire Blast (Su): once per three rounds, it can unleash a massive blast of fire, anywhere out to Long Range. It explodes in a 50' radius blast, dealing 6 Fire damage per hit die to all in the area, including terrain, with a Reflex Save to negate (Charisma-based). Those that fail the save suffer a Burn.
At 20 hit dice, it learns Blue Flare (Su): this can be used once per hour, and is effectively the same as Fusion Flare, except it targets a single creature, adds Charisma Bonus to damage, and deals maximum damage. If the target fails its save, they suffer a Burn.
This does not combine with Fusion Bolt, unlike Fusion Flare. In a Contest, its use demolishes the stadium: after any points are awarded, the Contest is over.
Note: if using Tome feats, replace Improved Multi-Attack with Combat School, and Ability Focus with Iron Will and Mage Hunter
---
Kyurem
Gargantuan Dragon [Cold]
40 10 23 11 10 31
10d12+60 (125 HP)
Initiative +0
Speed: 50' Fly 250' (Average)
BAB/Grab: +10/+37
Attack: 3 Claws +21/+21/+17 (3d6+7, 17-20/x2) and 1 Tail +21 (4d6+22)
AC: 26 (-4 Size +0 Dex +20 Natural)
flat 26 touch 6
F +13 R +7 W +7
Feats: Multi-Attack, Improved Multi-Attack, Power Attack, Rapid Strike (Claw)
Skills: Know: History +13, Know: Arcana +13, Survival +13, Concentration +19, Swim +28, Intimidate +23
Special Attacks: Glaciate, Ice Beam, Slashing Claws, Dragon Tail, Scary Face
Special Qualities: Dragon Pokemon Traits, Ice Pokemon Traits, Pressure
Advancement: 11-13 HD (Gargantuan), 14-17 HD (Colossal), 18+ HD (BigLargeMcFuckenHuge)
Slashing Claws (Ex): Kyuurem's Claws are really sharp - they are resolved as [Normal] effects and have a big Threat Range (as can be seen). In a Contest, using this to gain a point instantly results in a massive success, gaining an extra point and raising the DC.
Dragon Tail (Ex): Kyuurem has a Primary Tail attack. This is a [Dragon] effect, and adds 1.5x Strength Bonus to damage, it's so mighty. Anyone hit must pass a Fortitude Save (Strength-based) or be hurled 30' back and Prone. In a Contest, whoever acts immediately after Kyuurem has to roll higher, or they lose their turn completely. The sample Kyuurem's DC is 30.
Scary Face (Ex): X
Ice Beam (Su): X
Glaciate (Su): X
Pressure (Su): X
Additional Hit Dice:
Every hit die, increase Strength and Natural Armour by 1.
Every odd hit die, increase Constitution by 1.
Every even hit die, increase Charisma by 1.
At 12 hit dice, it learns Dragon Pulse (Su): X
At 14 hit dice, it learns Blizzard (Sp): X
At 16 hit dice, it gains a +2 Innate Bonus to Strength.
At 18 hit dice, it learns Outrage (Su): X
At 20 hit dice, its Innate Bonus to Strength becomes +5.
Note: if using Tome Feats, replace Improved Multi-Attack with Juggernaut, Power Attack with Blitz, and Rapid Strike with Great Fortitude.
Black Kyurem
*Lose Pressure, gain Teravolt
*Gain Fusion Bolt
*Gain Freeze Shock
White Kyurem
*Lose Pressure, gain Turboblaze
*Gain Fusion Flare
*Gain Ice Burn
Landorus
Large Outsider [Air, Earth]
X X X X X X
10d8+XX (XX HP)
Initiative +X
Speed: XX' Fly XX' (Average)
BAB/Grab: +10/+XX
Attack: X
AC: XX (-2 Size +X Dex +XX Natural)
flat XX touch XX
F +XX R +XX W +XX
Feats: 1, 3, 6, 9
Skills: X
Special Attacks: Spell-Like Abilities, Earth Power, Bulldoze, Punishment
Special Qualities: Flying Pokemon Traits, Ground Pokemon Traits, Sand Force, Wishes, Uproar
Advancement: 11-12 HD (Large), 14+ HD (Huge)
Attack then Special Attack then Speed
+Spell-Likes: Sandstorm, Earthquake
+Fissure
+Hammer Arm
Thundurus
Large Outsider [Air]
X X X X X X
8d8+XX (XX HP)
Initiative +X
Speed: XX' Fly XX' (Average)
BAB/Grab: +8/+XX
Attack: X
AC: XX (-2 Size +X Dex +XX Natural)
flat XX touch XX
F +XX R +XX W +XX
Feats: 1, 3, 6, 9
Skills: X
Special Attacks: Spell-Like Abilities, Thundershock, Shockwave, Dark Bite
Special Qualities: Flying Pokemon Traits, Electric Pokemon Traits, Wishes, Uproar
Advancement: 9-12 HD (Large), 14+ HD (Huge)
Special Attack, then Attack and Speed
+Nasty Plot, Charge
+Thunder
+Hammer Arm
Tornadus
Large Outsider [Air]
X X X X X X
8d8+XX (XX HP)
Initiative +X
Speed: XX' Fly XX' (Average)
BAB/Grab: +8/+XX
Attack: X
AC: XX (-2 Size +X Dex +XX Natural)
flat XX touch XX
F +XX R +XX W +XX
Feats: 1, 3, 6, 9
Skills: X
Special Attacks: Spell-Like Abilities, Swagger, Dark Bite, Air Slash
Special Qualities: Flying Pokemon Traits, Uproar, Wishes, Fast Healing
Advancement: 9-12 HD (Large), 14+ HD (Huge)
Speed, then Special Attack, then Attack
+Rain Dance
+Greater Whirlwind
+Hammer Arm
Meloetta
Small Outsider [Psionic]
X X X X X X
8d8+XX (XX HP)
Initiative +X
Speed: XX' Fly XX' (Average)
BAB/Grab: +8/+XX
Attack: X
AC: XX (+1 Size +X Dex +XX Natural)
flat XX touch XX
F +XX R +XX W +XX
Feats: 1, 3, 6, 9
Skills: X
Special Attacks: Relic Song, Sing, Echoed Voice, Round, Psionics
Special Qualities: Psychic Pokemon Traits, Normal Pokemon Traits, Alternate Form, Singer-Dancer
Advancement: 9-14 HD (Small), 15+ HD (Medium)
Special Attack, Special Defence
Alternate Form: Fighting/Normal, Attack, Speed, Moves: Acrobatics, Teeter Dance, Fighting Styles, U-Turn
+Wake-Up Slap/Sleep Talk
+Rain Dance/Hyper Voice
+Quiver Dance/Perish Song
Last edited by Koumei on Sun Sep 30, 2012 9:42 am, edited 8 times in total.

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

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

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Post by Koumei » Fri Sep 21, 2012 3:05 am

Move Tutor
Requirements:
Skills: Handle Animal 8 ranks
Special: Train Pokemon, Increased Awareness
HD: d6
Skill Points: 8+Int
Class Skills: Appraise, Balance, Bluff, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Know (Any), Perform (Any), Ride, Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device, Use Rope

Level | BAB | Fort | Ref | Will | Special
1 | +0 | +0 | +2 | +2 | Tutor Pokemon, Caster Level
2 | +1 | +0 | +3 | +3 | Train Proficiencies
3 | +1 | +1 | +3 | +3 | Train Skill Points
4 | +2 | +1 | +4 | +4 | Train Feat, Megavolve
5 | +2 | +1 | +4 | +4 | Train Class Levels
6 | +3 | +2 | +5 | +5 | Train Skill Points
7 | +3 | +2 | +5 | +5 | Train Elite
8 | +4 | +2 | +6 | +6 | Train Bonus Feat
9 | +4 | +3 | +6 | +6 | Train Skill Points
10 | +5 | +3 | +7 | +7 | Unleash Innate Power

Tutor Pokemon (Ex): the Move Tutor has the ability to teach Pokemon special moves - he can't use them himself, but he can spend an hour making a Handle Animal check (DC 10 + Hit Dice of Pokemon) to teach a Pokemon any special move he has unlocked with this class. Moves learned from this take up the space of Tricks for Pokemon with animal intelligence. Every move has a level, and he can't train Pokemon to use moves with a higher level than his class level. No Pokemon can have more than four Tutored moves at a time, but they can be replaced by newer ones, so the first four aren't locked in forever.
Caster Level: the Move Tutor's Caster Level continues to advance as normal.
Train Proficiencies (Ex): starting at second level, the Move Tutor can teach Pokemon to be proficient with any Weapons, Armour or Shields he is proficient with, though if they can't physically hold a weapon or shield, that may be an impediment. Likewise, armour will usually have to be specially made for them.
Train Skill Points (Ex): at levels three, six and nine, the Move Tutor's Pokemon each gain five bonus skill points.
Train Feat (Ex): at levels four and eight, the Move Tutor can spend an hour to grant one Pokemon a Bonus Feat. This can't be changed later, and for unknown reasons, each Pokemon can only have one such Bonus Feat (two at level eight), even though he could teach six Pokemon a different one each. Weird, right?
Megavolve (Sp): starting at level four, the Move Tutor can cast Megavolve (as the Druid Spell) at will, but with only one effect active at a time.
Train Class Levels (Ex): starting at level five, Pokemon owned by the Move Tutor can advance with Class Levels, however they may not take class levels that would grant them Cohorts, Companions, the ability to capture Pokemon of their own or so on.
Train Elite (Ex): at level seven, the Move Tutor gains the ability to unlock the hidden potential of his Pokemon: they all gain the Elite Array for their Ability Scores (although this does mean one score will be reduced by 2). This is kept even if he releases or trades them later on.
Unleash Innate Power (Ex): at level ten, the Move Tutor gains the ability to grant all of his Pokemon a +2 Innate Bonus to all Ability Scores. If his own Ability Scores get greater Innate Bonuses, he can in fact reflect this bigger bonus onto his Pokemon, so if he goes Efreeti farming for +5 across the board, he needn't waste the extra time to grant that to them - they just gain it. This is retained even if traded or released.
Move List:
Level One Moves:
Bug Bite (Ex): this must be taught to a Pokemon with a Bite attack, and changes it to a [Bug] effect. Not only does it deal damage one size larger than normal for a Bite of its size, but also has a doubled Critical Threat Range. It will also, when making a successful Bite attack, gobble up any edible items the target has.
Covet (Ex): when making a natural attack, the Pokemon can also attempt to steal a held item with a Swift Action, gaining a +4 Bonus to the Sleight of Hand check. This is a [Dark] effect. In a Contest, if this succeeds and the person who acted prior to it gained a point, it steals their point instead of earning its own. Additional points gained are just gained as normal.
Iron Defence (Su): the Pokemon may spend a Swift Action focusing, turning its skin as hard as iron. For the next three rounds, it gains an Armour Bonus to Armour Class of 4 + one third of its Hit Dice (round up), and Damage Reduction X/Adamantium, where X equals half its Hit Dice. During this time, however, it will sink in water, and if exposed to a Rust effect must pass a Fortitude Save or suffer 1d10 Acid damage per hit die. This is a [Steel] effect, and in Contests renders it immune to having points stolen from it for the rest of the Round.
Sleep Talk (Ex): the Pokemon is able to act normally while asleep - speak, walk, attack, cast spells, you name it. This is really handy. It can even use all of its senses in its sleep and make rational decisions, although it suffers a 20% Miss Chance on all attacks. This is a [Normal] Move. This gains a +2 Bonus in Cute Contests, and if someone else used a [Sleep] effect earlier in the Round, the Bonus is doubled.
Snore (Su): the Pokemon can unleash a powerful attack while sleeping - and only while sleeping. A Medium Cone is hit for 1d6 Sonic damage per 2 HD with a Fortitude Save for 1/2 (Constitution-based). Those that fail the save are knocked Prone and hurled back 1d6x5 feet. This is a [Normal] effect. It gains a +2 Bonus in Cute Contests, which is doubled if someone else used a [Sleep] effect earlier in the Round.
Level Two Moves:
Bounce (Ex): with a DC 25 Jump check, the Pokemon can leap into the air as though making a double move straight up, but only taking a single move action that does not provoke Attacks of Opportunity. On the following round, it falls and lands, taking no falling damage. It can choose where to land anywhere within a move action of its original location. If it lands on a foe, it can make a single Natural Weapon attack as a Free Action, and deals an additional 1d6 damage per hit die. This is a [Flying] effect. In Contests, the user gains no points on the round they use it, and instead gains double points on the following round. If the skill used on that second round is Jump, it adds a +4 Bonus.
Drill Run (Ex): with a Full Round Action, the Pokemon may make a special Charge attack: it can Burrow for the Charge (if it has a Burrow ability), and may attack multiple creatures in the straight line, making two attacks against each foe. It ignores all Damage Reduction and Hardness when doing this. This is a [Steel] effect.
Heal Bell (Su): with a Standard Action, the Pokemon can jingle a little bell to unleash a melodic, healing note. The user regains 1d6 HP per hit die and is cured of any condition that Heal could remove. All other creatures within 15' regain 1d6 HP per 2 hit dice and have any Poison or Disease cured, and all other creatures from 20-30' away regain 1d6+HD in HP. This is a [Sonic][Normal] effect. In a Contest, this is not affected by penalties or point-theft from anyone else.
Magnet Rise (Su): the Pokemon can Levitate at will, not bothered by such things as "the ground". If ever it falls, it treats it like a Featherfall ability. Attacks from underneath suffer a -4 penalty to hit when doing this. This is an [Electric] effect.
Signal Beam (Su): With a Standard Action, the Pokemon may unleash a special Ray with a Ranged Touch Attack out to Close Range. This deals 1d6 non-lethal damage per 2 hit dice and fries the target's synapses. They must pass a Will Save (Charisma-based) or be Confused for 1 minute. This is a [Bug] effect. In a Contest, after this is used, everyone else that Round must use a [Bug] move if they have one available.
Level Three Moves:
Drain Punch (Su): with a Standard Action, the Pokemon may make a Slam attack, and regains lost HP equal to the amount of damage it deals. Any excess healing is wasted, but doesn't reduce the damage. This is a [Fighting] effect. In Contests, if this is used after someone else and the user rolls higher than them, any points they gain are stolen from the previous person.
Fire Punch (Su): the Pokemon's Slam attacks deal +1d6 Fire damage each, and any target that takes Fire Damage from a Slam (after subtracting Resistance) must pass a Reflex Save (Strength-based) or catch fire. The damage presented is for a Medium creature - adjust it based on size. This is a [Fire] effect. In a Contest, it may instead be used as a [Fighting] effect - the Pokemon gets to choose.
Ice Punch (Su): the Pokemon's Slam attacks deal +1d6 Cold damage each, and any target that takes Cold Damage from a Slam (after subtracting Resistance) must pass a Fortitude Save (Strength-based) or be Slowed for 3 rounds. The damage presented is for a Medium creature - adjust it based on size. This is an [Ice] effect. In a Contest, it may instead be used as a [Fighting] effect - the Pokemon gets to choose.
Thunder Punch (Su): the Pokemon's Slam attacks deal +1d6 Electricity damage each, and any target that takes Electricity Damage from a Slam (after subtracting Resistance) must pass a Reflex Save (Strength-based) or be Entangled for 3 rounds. The damage presented is for a Medium creature - adjust it based on size. This is an [Electric] effect. In a Contest, it may instead be used as a [Fighting] effect - the Pokemon gets to choose.
Level Four Moves:
Flamethrower (Su): the Pokemon can unleash a 40' line or 20' cone of Fire, and deals 1d6 fire damage per HD to all in the area; this fire is hot enough to deal full damage to objects. Creatures in the area may halve the damage on a successful reflex save (Charisma-based). Those who fail the save must then make a Fort Save (same DC) or suffer a Burn. It may not be used for another 1d4+1 rounds afterwards. This is a [Fire] effect.
Frustration (Ex): the Pokemon can unleash a special Slam attack with a Standard Action, as a [Normal] attack. It deals 1d8 damage for a Medium creature, plus one and a half times its Strength Bonus, plus its Charisma Bonus, and if it has any Morale Penalty to attack rolls, it turns that into a *bonus*, and deals a number of extra d6 of damage equal to the Bonus. Likewise it inverts any Morale Penalty to damage. In a Contest, its Trainer can make an Intimidate check and it makes its skill check, and you use whichever one is higher.
Return (Ex): the Pokemon can unleash a special Slam attack with a Standard Action, as a [Normal] attack. It deals 1d8 damage for a Medium creature, plus one and a half times its Strength Bonus, plus its Charisma Bonus, and if it has any Morale Bonus to attack rolls, it deals a number of extra d6 of damage equal to the Bonus. In a Contest, its Trainer can make a Handle Animal check and it makes its skill check, and you use whichever one is higher.
Thunderbolt (Su): every 1d3 rounds, the Pokemon may unleash a thunderbolt against a target within Close range. The thunderbolt has a 5' radius spread and deals 1d6 damage per HD, with a Reflex Save for half damage (Charisma-based). Anyone damaged by it is Entangled for one round. Thunderbolt comes directly from the sky, and cannot be used indoors or underground. This is an [Electric] effect.
Level Five Moves:
Fire Pledge (Su): Once per 3 rounds, the Pokemon may unleash its pledge to the power of fire, creating a pillar of flames with a Standard Action. A 5' radius, 30' tall Column is conjured, dealing 1d6 damage per 2 Hit Dice to all creatures in the area with a Fortitude Save (Charisma-based) for half. This is a [Fire] effect.
If Water Pledge is targeted at the same area within one round, a cloud of steam and brilliant rainbows bursts out. All enemies within 30 feet of the pillar of flame are irritated and affected, suffering a -4 Morale penalty on all Saving Throws for one minute. If Fire Pledge is used after Grass Pledge in the same Round of a Contest, any points scored by the user of Grass Pledge are stolen by the user of Fire Pledge. This can only be taught to Fire Type Pokemon.
Grass Pledge (Su): Once per 3 rounds, the user may unleash its pledge to the power of grass, creating a whirlwind of leaves with a Standard Action. A 5' radius, 30' tall Column is conjured, dealing 1d6 damage per Hit Die to all creatures in the area with a Fortitude Save (Charisma-based) for half. This is a [Grass] effect.
If Fire Pledge is targeted at the same area within one round, it bursts into flames, spreading sparks, cinders and burning coals about in a 30' radius Spread. Not only will Fire Pledge deal damage as well, but all outside the Column but within the Spread suffer 1d6+HD Fire damage, and for the next 3 rounds, moving through the area deals the same damage. If Grass Pledge is used after Water Pledge in the same Round of a Contest, any points scored by the user of Water Pledge are stolen by the user of Grass Pledge. This can only be taught to Grass Type Pokemon.
Water Pledge (Su): Once per 3 rounds, the user may unleash its pledge to the power of water, creating a geyser of water. A 5' radius, 30' tall Column is conjured, dealing 1d6 damage per Hit Die to all creatures in the area with a Fortitude Save (Charisma-based) for half. This is a [Water] effect.
If Grass Pledge is targeted at the same area within one round, mud and seaweed burst outward in a 30' radius, Entangling all in the area for 3 rounds. If Water Pledge is used after Fire Pledge in the same Round of a Contest, any points scored by the user of Fire Pledge are stolen by the user of Water Pledge. This can only be taught to Water Type Pokemon.
Level Six Moves:
Dual Chop (Ex): with a Standard Action, the Pokemon makes two Slam attacks (1d8 for a Medium creature). They both have a tripled Threat Range and Critical Multiplier (18-20/x4 typically), and if both hit the same foe, the opponent takes 1d10 Dexterity damage. This is a [Dragon] effect. In a Contest, the user rolls twice and picks the higher result for their Skill Check.
Electroweb (Su): with a Standard Action, the Pokemon can throw a web of electric energy out to Close Range. It covers a 20' radius area, and deals 1d4 Electricity damage per two Hit Dice. Creatures in the area must also make a Fortitude Save (Constitution-based) or take 1d4 Dexterity damage.This is an [Electric] effect. In a Contest, anyone acting after the user suffers a -3 penalty.
Hyper Voice (Ex): with a Full Round Action, the Pokemon screeches, sings, shouts or squawks so loud that people collapse. All creatures within Close Range suffer 1d6 Sonic damage per Hit Dice with a Fortitude Save for half (Constitution-based), and all unattended objects in the area are subject to a Shatter effect. Foes who fail their saving throw are Deafened for 1 minute, and fall Prone. This is a [Normal] effect. In Contests, if used with Perform: Sing or Perform: Oratory, it gains one point more than it normally would. It also gives all Perform: Sing and Perform: Oratory checks a -3 penalty for the rest of the Round.
Seed Bomb (Su): with a Standard Action, the Pokemon hurls a ball of seeds out to Close Range. It then explodes in a 15' radius Burst, dealing 1d6 Bludgeoning damage per hit die with a Reflex Save for half (Constitution-based). All in the area are then Entangled for 3 rounds. This is a [Grass] effect.
Super Fang (Ex): this must be taught to a Pokemon with a Bite Attack. The target must pass a Fortitude Save (Strength-based) or have their HP cut in half. If they pass the save, they just take Bite damage. This is a [Normal] effect. In a Contest, if this succeeds, it doesn't gain any points - instead, whoever acted prior to the user loses all points gained that Round.
Level Seven Moves:
Earth Power (Su): Once per minute, the Pokemon may cast Scalding Mud. Additionally, the area detonates, unleashing a Haze of Smoldering Stone from the centre point of the area. It may also cast Rock to Lava once per day. These are both [Ground] effects and can utilise Craft (Pottery/Sculpting) in any Contest regardless of type.
Foul Play (Ex): once per opponent per day, the Pokemon may use an Immediate Action to make an opposed 1d20+HD+Int check against a foe who is using an attack. If it beats the opponent, they fall for its trick and unleash the attack, spell or effect against themselves, resolving it as normal as though they were the original target. This is a [Dark] effect, although the redirected attack has whatever descriptors it normally has. In a Smart Contest, if this is used, whoever goes next must beat its roll, otherwise they fall flat on their face and lose one point.
Gunk Shot (Su): once per 1d4 rounds, the Pokemon may cast Orb of Acid. Failing the save results in being Nauseated and taking 1d6 Constitution damage rather than just being Sickened. This is a [Poison] effect. In a Beauty Contest, whoever acts next has a -4 Penalty unless they use a [Water] effect.
Ice Beam (Su): once per 5 rounds, the Pokemon may cast Polar Ray. Anyone who takes damage must pass a Fortitude Save or be frozen solid for 1 minute. This is an [Ice] effect.
Level Eight Moves:
Gravity (Su): at will, the Pokemon may use a Standard Action to increase gravity in a 100' radius Emanation from itself. No flight or levitation is possible, and all creatures are treated as being Encumbered one level worse than they actually are. This lasts for four rounds and is a [Psychic] effect. In a Contest, all [Flying] effects suffer a -3 penalty for the rest of the Round.
Heat Wave (Su): the Pokemon may cast Mass Searing Exposure once per minute, however all of the damage is real Fire damage, and instead of a sunburn, targets that fail their saves suffer a Burn. This is a [Fire] effect. In Contests, everyone acting after the user suffers a -3 penalty.
Stealth Rock (Su): Once per hour, the Pokemon may cast Spike Stones, except the effect is completely Invisible. This is a [Rock] effect. In a Contest, whoever acts next (if the user acted last in the Round, whoever acts first in the next Round, even if it's the user) immediately loses one point.
Superpower (Ex): Once per minute, the Pokemon may unleash a burst of full power with a Full Round Action. It gains a +8 Enhancement Bonus to Strength and makes a Full Attack, with every hit dealing maximum damage. At the end of the attack, it loses the Enhancement Bonus and becomes Fatigued for three rounds. This is a [Fighting] effect. In a Contest, the user gains an extra point beyond what they normally would, but suffers a -4 Penalty on the following Round.
Level Nine Moves:
Blast Burn (Su): With a Full Round Action, the Pokemon unleashes a massive wave of flame, hitting everything within Medium Range. All in the area suffer 10 Fire damage per Hit Die with a Reflex Save for half (Charisma-based). This can only be used if the Pokemon is neither Fatigued nor Exhausted, and using it Fatigues the user. This is a [Fire] effect. This can only be taught to Fire Type Pokemon that have reached the end of their evolutionary tree.
Frenzy Plant (Ex): As long as it is not Fatigued or Exhausted, the Pokemon may unleash a number of Vine Whips (1d6 for a Medium creature, reaches like a Whip) equal to its Hit Dice, all at the same foe. Add the damage together before applying Damage Reduction and so on. It then becomes Fatigued. This is a [Grass] effect. This can only be taught to Grass Type Pokemon that have reached the end of their evolutionary tree.
Hydro Cannon (Su): With a Standard Action, as long as it isn't Fatigued or Exhausted, the pokemon unleashes a powerful surge of water out to anywhere in Long Range. It explodes in a 50' radius Blast, dealing 10 damage per hit die with a Fortitude Save for half (Constitution-based). This attack deals full damage to objects, typically creating a massive crater in the terrain. This is a [Water] effect. This can only be taught to Water Type Pokemon that have reached the end of their evolutionary tree.
Level Ten Moves:
Draco Meteor (Su): Once per hour, the Pokemon can use a Full Round Action to call down a massive meteor anywhere within Long Range. A 50' radius area is hit, with all in the area suffering 200 damage with a Ref Save for half (Charisma-based). Those who fail the save are knocked Prone and Pinned under a very real meteor. Using this bestows a -4 Penalty to the user's Charisma until they next rest. This is a [Dragon] effect. In a contest, after all points are awarded, the Contest ends due to obliteration of the stadium. This can only be taught to Dragon Type Pokemon that have reached the end of their evolutionary tree.
Outrage (Su): When the Pokemon enters an Outrage, which takes a Full Round Action, everything within 50 feet takes 1d6 fire damage per level. This leaves a smoking crater in the ground. The following round, it automatically uses the ability again, this time hitting for 1d8 damage per level out to 75 feet. Finally, on the third round it deals 2d6 damage per level out to 100 feet, then becomes Exhausted for one minute. This cannot be used while Fatigued or Exhausted. This is a [Dragon] effect.
Substitute (Su): the Pokemon can cast Mirror Image at will, and Simulacrum once per day. These are [Normal] effects. In a Contest, using either ability allows it to give itself an Aid Other attempt, both for that skill check and any additional rolls until the next Round.
Last edited by Koumei on Tue Sep 24, 2013 4:06 am, edited 3 times in total.

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

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Koumei
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Post by Koumei » Mon Sep 24, 2012 10:11 am

Zigzagoon
Small Animal
6 15 14 5 8 13
1d8+2 (6 HP)
Initiative +2
Speed: 20' Swim: 20'
BAB/Grab: +0/-6
Attack: Headbutt +3 (1d4-2)
AC: 14 (+1 Size +2 Dex +1 Natural)
flat 12 touch 13
F +4 R +4 W -1
Feats: Dodge, Weapon Finesse (B), HM Slave (B)
Skills: Search +4, Sleight of Hand +6, Swim +6
Special Attacks: Headbutt
Special Qualities: Keen Sight, Pick-Up, Normal Pokemon Traits
Advancement: 2-4 HD (Small), Evolves into Linoone at 5 HD
Headbutt (Ex): this is a Slam attack that is a [Normal] effect. Any target damaged by this must pass a Fortitude Save (Constitution-based) or be Dazed for one round. The sample Zigzagoon has a DC of 12.
Keen Sight (Ex): Zigzagoon always has maximum ranks in Search for free, and if it has a negative Intelligence modifier, it treats it as +0 instead so as to not penalise Search.
Pick-Up (Ex): Zigzagoon is good at finding stuff. Every 8 hours that it is awake (so typically twice per day), roll a Search check and a d3, and consult the table to see what it finds!

Search Check: | Roll 1 | Roll 2 | Roll 3
Under 10 | Nothing | Nothing | Nothing
10-12 | A stick! | A pebble! | 1d6 poke
13-15 | Pokeball | Leppa Berry | 3d6 poke
16-18 | Oran Berry | Apricorn | Pink Bow
19-20 | Lure Ball | Expert Belt | Gem worth2d6x10 poke
21-22 | Rowap Berry | Jaboca Berry | Mago Berry
23-25 | Ultraball | Black Glasses | Red Card
26-30 | Sitrus Berry | Lum Berry | Enigma Berry
31-40 | Quick Claw | Grip Claw | Razor Claw
41-50 | King's Rock | Rocky Helmet | Gem worth 3d6x100 poke
51+ | Rare Candy | Life Orb | Masterball

Additional Hit Dice: at 3 HD, it gains the Quick Feet (Ex) ability: it can never be Slowed, and whenever suffering from a status affliction, it is Hasted.
Note: if using Tome Feats, replace Dodge with Elusive Target.
---
Linoone
Small Animal
12 19 16 7 10 15
5d8+15 (37 HP)
Initiative +8
Speed: 30' Swim: 30'
BAB/Grab: +3/+0
Attack: Headbutt +8 (1d4+1)
AC: 18 (+1 Size +4 Dex +3 Natural)
flat 14 touch 15
F +7 R +8 W +1
Feats: Dodge, Improved Initiative, Weapon Finesse (B), HM Slave (B)
Skills: Search +8, Sleight of Hand +12, Swim +9
Special Attacks: Headbutt, Sneak Attack +2d6, Switcheroo
Special Qualities: Keen Sight, Pick-Up, Quick Feet, Normal Pokemon Traits
Advancement: 6-8 HD (Small), 9-15 HD (Medium), 16+ HD (Large)
*Linoone's Dexterity does not decrease as it grows larger.
Headbutt (Ex): this is a Slam attack that is a [Normal] effect. Any target damaged by this must pass a Fortitude Save (Constitution-based) or be Dazed for one round. The sample Linoone has a DC of 15.
Keen Sight (Ex): Linoone
always has maximum ranks in Search for free, and if it has a negative Intelligence modifier, it treats it as +0 instead so as to not penalise Search.
Sneak Attack (Ex): Linoone deals additional damage to foes who are Flanked or Denied their Dexterity Bonus to AC.
Switcheroo (Ex): With an Attack Action, Linoone can make a Sleight of Hand check with a DC of the opponent's Touch Armour Class. If successful, it swaps one of its held or equipped items for one of theirs - typically swapping a useless or harmful item for a good item. This is a [Normal] effect. In a Contest, after using this, it can swap its points gained that Round with those gained by another contestant in that Round.
Pick-Up (Ex): Linoone is good at finding stuff. Every 8 hours that it is awake (so typically twice per day), roll a Search check and a d3, and consult the table to see what it finds!

Search Check: | Roll 1 | Roll 2 | Roll 3
Under 10 | Nothing | Nothing | Nothing
10-12 | A stick! | A pebble! | 1d6 poke
13-15 | Pokeball | Leppa Berry | 3d6 poke
16-18 | Oran Berry | Apricorn | Pink Bow
19-20 | Lure Ball | Expert Belt | Gem worth2d6x10 poke
21-22 | Rowap Berry | Jaboca Berry | Mago Berry
23-25 | Ultraball | Black Glasses | Red Card
26-30 | Sitrus Berry | Lum Berry | Enigma Berry
31-40 | Quick Claw | Grip Claw | Razor Claw
41-50 | King's Rock | Rocky Helmet | Gem worth 3d6x100 poke
51+ | Rare Candy | Life Orb | Masterball

Quick Feet (Ex): Linoone can never be Slowed, and whenever suffering from a status affliction, it is Hasted.
Additional Hit Dice:
Increase Dexterity by 1 each hit die. Increase Charisma or Constitution by 1 every 2 hit dice.
Increase Sneak Attack by 1d6 at 7 hit dice, and every 3 hit dice thereafter.
At 9 HD it gains Covet (Ex): with a Standard Action, it makes a Sleight of Hand check (with a DC of the opponent's Armour Class) and a Slam attack. If both hit, then the Slam benefits from Sneak Attack damage even if the usual conditions are not met and it steals a held or equipped item. This is a [Dark] effect. In a Contest, all points gained by this are stolen from another contestant of its choice.
At 14 HD it learns Belly Drum (Ex): by slapping its tummy repeatedly with a Full Round Action, it deals 1d6 non-lethal damage per 2 hit dice to itself and then gains a Rage effect, and its attacks deal +1d6 damage per 2 hit dice. This Rage lasts for 3 rounds. This is a [Normal] effect. In a Contest, this wins no points of its own, but all points gained on the next Round are doubled.
At 17 HD it learns Fling (Ex): with an Attack Action it can hurl an item as a weapon. If the item is the size of a Fine creature, it deals 1d2 damage, and it scales up from there (up to 16d6 damage for something 120'x120' or larger... if it can actually lift that). Adamantine objects count as two size categories larger due to their weight and hardness. This is a [Dark] effect. In a Contest, it can use this to gain no points on that Round, but eliminate all the points gained (that Round) by someone else.
Note: if using Tome Feats, replace Dodge with Elusive Target, and Improved Initiative with Danger Sense.
Last edited by Koumei on Tue Sep 25, 2012 7:28 am, edited 2 times in total.

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

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Post by Prak » Mon Sep 24, 2012 3:34 pm

Zigzagoon/Linoone was actually one of the few "early rodent" pokemon that I actually like, given that it's a raccoon with shades of a ferret. The only thing better would be a squirrel pokemon that actually looks like a squirrel (not counting pachirisu since it was more of it's generation's pikachu than rattata.)
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.

> Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

> FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
> You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

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Koumei
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Post by Koumei » Tue Sep 25, 2012 4:43 am

Same. Ratatta sucked, I can't even remember the 2Gen one despite currently playing SS, and Bidoof is fucking stupid. And just about got banned from competitive play in 5Gen.
For the record, I don't actually intend on putting trees and rocks and crap in pathways just to piss people off and make them go "If only I could smash rocks. Or, you know, squeeze past, jump over, climb over, dig under..."

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

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Prak
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Post by Prak » Tue Sep 25, 2012 5:11 am

hack down with sword....
the 2nd gen (I'll point out that's the gen you're currently playing...) one was sentreet/furret. Same sort of deal as (zigzag/lin)oon(e), except vaguely squirrel-like.
What was 3rd edition's? (Emerald is the hardest to find second hand pokemon game. It's insane.)
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.

> Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

> FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
> You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

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Whipstitch
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Post by Whipstitch » Tue Sep 25, 2012 5:20 am

Zigzagoon
bears fall, everyone dies
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Post by Prak » Tue Sep 25, 2012 5:21 am

...
Ok, lets face it, we all knew I was an idiot already.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.

> Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

> FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
> You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

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Koumei
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Post by Koumei » Tue Sep 25, 2012 5:28 am

3Gen was Zigzagoon/Linoone.
There are certain... things that get repeated in the games:
1Gen:
[*]Mew EQ: Mew, duh
[*]Normal early-game: Ratatta
[*]Bird early-game: Spearow and Pidgey
[*]Late-game 3-stage Dragon: Dratini
[*]Legendary Trio: the birds
2Gen:
[*]Mew EQ: Celebi
[*]Normal early-game: Sentret
[*]Bird early-game: Hoot-hoot
[*]Late-game 3-stage Dragon: Larvitar (not actually a Dragon type)
[*]Legendary Trio: the beasts
3Gen:
[*]Mew EQ: Jirachi
[*]Normal early-game: Ziggy
[*]Bird early-game: Taillow
[*]Late-game 3-stage Dragon: Bagon
[*]Legendary Trio: the weather dragons, and the Regies
4Gen:
[*]Mew EQ: Shaymin
[*]Normal early-game: Bidoof
[*]Bird early-game: Starly
[*]Late-game 3-stage Dragon: Gible
[*]Legendary Trio: pixies, dimensional dragons
5Gen:
[*]Mew EQ: Victini
[*]Normal early-game: Patrat
[*]Bird early-game: Pidove
[*]Late-game 3-stage Dragon: Axew, Deino
[*]Legendary Trio: dragons, genies, musketeer-beasts
I leave it to others to decide when they ran out of fucking ideas.
Also, I will admit this: had I started playing Conquest before starting the game up, it could have turned out very differently.

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

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...You Lost Me
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Post by ...You Lost Me » Tue Sep 25, 2012 6:16 am

Request: Could HM Slave be a feat or something? I feel like it would be more fitting since you can put any pokemon to the task, though it's really not worth a feat...

> DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.

> Kaelik wrote:I invented saying mean things about Tussock.

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Koumei
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Post by Koumei » Tue Sep 25, 2012 7:26 am

> ...You Lost Me wrote:Request: Could HM Slave be a feat or something? I feel like it would be more fitting since you can put any pokemon to the task, though it's really not worth a feat...

Sure, I'll add it as a [Monster] feat (so people can even take it on their Magikarp or whatever), and give it to Zigzagoon as a Bonus Feat.

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

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Prak
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Post by Prak » Tue Sep 25, 2012 5:01 pm

Magikarp HM Slave. That leads to some truly hilarious images, such as hitting a rock with your magikarp for rocksmash.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.

> Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

> FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
> You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

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...You Lost Me
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Post by ...You Lost Me » Tue Sep 25, 2012 9:00 pm

Ahhhh Mr. Fish...

> DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.

> Kaelik wrote:I invented saying mean things about Tussock.

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Koumei
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Post by Koumei » Wed Sep 26, 2012 6:14 am

Or they could give it to Arceus.
"Yeah, he's a Legendary, and created the world and all, but personally I just use him to cut trees down."
"So that's why he's seething with rage and has been charging that Judgement up for the past week."
"Nah, the reason he's been charging it up is he has a Ghost Plate equipped so I know he can't annihilate me with Judgement. He would have used it by now otherwise."

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

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Prak
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Post by Prak » Fri Sep 28, 2012 3:46 am

Earlier I thought up an evo line I might stat up. Over on TVTropes (and probably other places, but that's where I saw it), people mentioned wanting a Dragon/Fighting type based on Bruce Lee. So here's what I have so far:
Norrigon
The Three Fisted Pokemon
Norrigon have thick masses of whiskers and spikes which resemble beards and hide fist-like psuedo-limbs.
Kimuryu
The Senior Student Pokemon
Kimuryu are often held in high esteem by Norrigons, who they teach in the martial style created by Leelong
Leelong
Dragon/Fighting
The Jeet Kun Do Pokemon
Leelongs are renowned martialists, skilled in many fighting forms. The oldest created it's own form, and was known for "the one inch punch."
Last edited by Prak on Sun Sep 30, 2012 9:21 pm, edited 4 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.

> Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.

> FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
> You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.

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