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Koumei
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Post by Koumei » Sat Aug 18, 2012 5:22 am

Pawniard
Tiny Magical Beast [Metal]
15 14 15 5 12 8
4d10+8 (30)
Initiative +2
Speed: 20'
BAB/Grab: +4/-2
Attack: Gore +9 (1d4+3, 19-20/x3)
and 2 Blades +7/+7 (1d2+2, 19-20/x2)
AC: 18 (+2 Size +2 Dex +2 Armour +2 Natural)
flat 16 touch 14
F +6 R +6 W +2
Feats: Multi-Attack, Power Attack
Skills: Balance +9
Special Attacks: En Passant, Cold Steel, Assurance, Faint Attack
Special Qualities: Dark Pokemon Traits, Steel Pokemon Traits, Armoured Body, Inner Focus, Damage Reduction 5/-
Advancement: 5-6 HD (Tiny), 7-8 HD (Small), Evolves into Bisharp at 9 HD
Faint Attack (Ex): Pawniard may make a single attack as a Swift Action. Doing so changes the attack into a [Dark] effect.
En Passant (Ex): Moving into a square adjacent to Pawniard provokes an Attack of Opportunity from it, even if doing so via a 5' step, Charging the Pawniard or something else.
Cold Steel (Su): Pawniard's Natural Weapons are [Steel] effects, and are +1 Keen weapons. They can be magically Enhanced.
Assurance (Ex): being hit by one of Pawniard's allies provokes an Attack of Opportunity from Pawniard.
Armoured Body (Ex): Pawniard has a +2 Armour Bonus. This can actually be Enhanced. If exposed to a Rust effect, Pawniard is instantly reduced to zero HP on a failed save (if a save is allowed).
Inner Focus (Ex): Pawniard is Immune to the Cowering and Staggered conditions.
Note: if using Tome Feats, replace Power Attack with Blitz.
---
Bisharp
Medium Magical Beast [Metal]
23 13 20 10 19 14
9d10+45 (94)
Initiative +5
Speed: 30'
BAB/Grab: +9/+15
Attack: Gore +18 (1d8+9, 19-20/x3)
and 2 Blades +16/+16 (1d4+6, 19-20/x2)
AC: 23 (+1 Dex +6 Armour +6 Natural)
flat 22 touch 11
F +11 R +7 W +7
Feats: Multi-Attack, Power Attack, Iron Will, Improved Initiative
Skills: Balance +13, Knowledge: Religion +12
Special Attacks: Cold Steel, Metal Burst, Assurance, Faint Attack, Metal Claw
Special Qualities: Dark Pokemon Traits, Steel Pokemon Traits, Armoured Body, Bishop's Stride, Inner Focus, Damage Reduction 10/-
Advancement: 10+ HD (Medium)
Faint Attack (Ex): Bisharp may make a single attack as a Swift Action. Doing so changes the attack into a [Dark] effect.
Bisharp's Stride (Ex): Bisharp can only move diagonally.
Cold Steel (Su): Bisharp's Natural Weapons are [Steel] effects, and are +3 Keen weapons. They can be magically Enhanced. If they were Enhanced as a Pawniard, just add +2 to the Enhancement Bonus.
Assurance (Ex): being hit by one of Bisharp's allies provokes an Attack of Opportunity from Bisharp.
Metal Burst (Ex): Bisharp's skin is tightly compressed metal fibres, and hitting it causes them to burst into razor fragments. Any time it is hit and takes damage, all adjacent creatures take Piercing damage equal to 1d10 plus its Hit Dice plus its Armour Bonus, with a Reflex Save for half (Constitution-based). The sample Bisharp deals 1d10+16 damage with a Save DC of 19. This is a [Steel] effect.
Metal Claw (Ex): With a Standard Action, Bisharp may make a single attack with a base Critical Threat of 18-20 (Keen thus making it 15-20). If it hits, Bisharp's Strength receives a +2 Enhancement Bonus to Strength. This lasts for one minute, but using Metal Claw again in the meantime both resets the duration and increases the Enhancement Bonus (to a maximum of +6). Bisharps in the wild will typically run about slashing trees every half minute just to keep the maximum bonus.
Armoured Body (Ex): Bisharp has a +6 Armour Bonus. This can actually be Enhanced. If exposed to a Rust effect, Bisharp is instantly reduced to zero HP on a failed save (if a save is allowed).
Inner Focus (Ex): Bisharp is Immune to the Cowering and Staggered conditions.
Additional Hit Dice:
Every odd HD, increase Natural Armour by +1. Every even HD, increase Armour by +1.
Every 3 HD, increase the Enhancement Bonus to natural weapons by +1.
Every 4 HD, increase Strength and Constitution by +1.
At 12 HD, it learns Iron Defence (Ex): it may spend a Swift Action focusing, hardening its skin. For the next three rounds, its Armour Bonus to Armour Class increases by X, as does its Damage Reduction, where X equals one third of its Hit Dice (round up).
At 15 HD, it learns Night Slash (Su): it may elect to make its Blade Attacks [Dark] effects. In doing so, they are resolved as Touch Attacks against any foe that suffers Normal (x1) damage or more from them, and any foe struck must pass a Fortitude Save (Strength-based) or be Staggered for one round.
At 18 HD, it learns Guillotine (Ex): with a Standard Action it makes a single melee attack as a [Steel] effect, and if it hits, the target must pass a Fortitude Save (Strength-based) or die.
Note: if using Tome Feats, replace Power Attack with Blitz and Improved Initiative with Combat School.
---
Later I'll do Timburr/Gurdurr, then have a look at the actual Starters for 5Gen.

> 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 Aug 20, 2012 3:19 am

Timburr
Small Magical Beast
17 12 14 3 10 6
4d10+8 (30)
Initiative +1
Speed: 30'
BAB/Grab: +4/+3
Attack: Slam +8 (1d8+4)
or Wooden Beam +8 (1d10+4)
AC: 16 (+1 Size +1 Dex +4 Natural)
flat 15 touch 12
F +6 R +5 W +1
Feats: Power Attack, Improved Natural Weapon (Slam)
Skills: Intimidate +5
Special Attacks: Leer, Pound, Low Kick, Wake-Up Slap, Throw Rocks
Special Qualities: Fighting Pokemon Traits, Guts
Advancement: 5-6 HD (Small), Evolves into Gurdurr at 7 HD
Timburr often carries a massive wooden beam to hit enemies with. Getting hit with that is a [Fighting] or [Grass] effect as Timburr sees fit.
Pound (Ex): Timburr's Slam is a [Fighting] effect and benefits from Power Attack as though a two-handed weapon.
Leer (Ex): Whenever Timburr Demoralises a foe, the foe suffers a -6 Morale Penalty to Dexterity for 3 rounds. In a Contest, if this is used in conjunction with Intimidate, the check gains a +4 bonus.
Low Kick (Ex): When Timburr hits a foe with a Slam attack, it may make a free Trip attempt against that foe. Instead of making opposed Size+Strength checks, the foe must pass a Reflex Save (Strength-based), with a penalty equal to the number of size categories they are above Medium. If they fail, they fall Prone and take 1d4 damage, plus 1d4 for every Size Category they exceed Medium by. Being smaller than Medium grants no bonus to the save but results in zero damage from being tripped. The sample Timburr has a DC of 15.
Wake-Up Slap (Ex): Timburr may, with a Standard Action, make a special Slam attack against a Sleeping foe: the attack is resolved as an automatic Critical Hit. Assume that Timburr uses full (-4) Power Attack for this. The sample Timburr would therefore deal 2d8+24 damage.
Throw Rocks (Ex): Timburr can Throw and Catch rocks like a Large Giant. This is a [Rock] effect.
Guts (Ex): Any time Timburr is suffering from an affliction, it has a +6 Enhancement Bonus to Strength.
Note: if using Tome Feats, replace Power Attack with Blitz.
---
Gurdurr
Small Magical Beast
21 12 18 5 10 6
7d10+28 (66)
Initiative +1
Speed: 30'
BAB/Grab: +7/+12
Attack: Slam +14 (1d8+7)
or Metal Beam +13 (1d12+7)
AC: 16 (+1 Size +1 Dex +4 Natural)
flat 15 touch 12
F +6 R +5 W +1
Feats: Power Attack, Improved Natural Weapon (Slam), Weapon Focus (Slam)
Skills: Intimidate +8
Special Attacks: Scary Face, Pound, Low Kick, Wake-Up Slap, Throw Rocks, Fighting Style, Hammer Arm
Special Qualities: Fighting Pokemon Traits, Guts, Powerful Build
Advancement: 8-10 HD (Small), Evolves into Conkeldurr at 11 HD
Gurdurr will often be found carrying a metal beam to hit people with (potentially Masterwork). Hitting someone with it is either a [Fighting] or [Steel] effect as Gurdurr sees fit.
Pound (Ex): Gurdurr's Slam is a [Fighting] effect and benefits from Power Attack as though a two-handed weapon.
Scary Face (Su): Whenever Gurdurr demoralises a foe, they Cower for one round, then are Slowed for three more. In a Contest, if this is used in conjunction with Intimidate, the check gains a +4 bonus.
Low Kick (Ex): When Gurdurr hits a foe with a Slam attack, it may make a free Trip attempt against that foe. Instead of making opposed Size+Strength checks, the foe must pass a Reflex Save (Strength-based), with a penalty equal to the number of size categories they are above Medium. If they fail, they fall Prone and take 1d4 damage, plus 1d4 for every Size Category they exceed Medium by. Being smaller than Medium grants no bonus to the save but results in zero damage from being tripped. The sample Gurdurr has a DC of 18.
Wake-Up Slap (Ex): Gurdurr may, with a Standard Action, make a special Slam attack against a Sleeping foe: the attack is resolved as an automatic Critical Hit. Assume that Gurdurr uses full (-7) Power Attack for this. The sample Gurdurr would therefore deal 2d8+42 damage.
Throw Rocks (Ex): Gurdurr can Catch and Throw rocks like a Large Giant. This is a [Rock] effect.
Guts (Ex): Any time Gurdurr is suffering from an affliction, it has a +6 Enhancement Bonus to Strength.
Hammer Arm (Ex): By focusing, Gurdurr can strike out with an extra powerful slam that shatters rocks. And faces. This attack is a Full Round Action, and is a Slam that, if it connects, ignores all Damage Reduction and Regeneration. The foe must also pass a Fortitude Save (Strength-based) or be Stunned for 1 round. The sample Gurdurr has a Save DC of 18. This is a [Fighting] effect.
Fighting Style (Ex): Gurdurr has a single Fighting Style as though it were a level 1 Monk (Dungeonomicon). This is a [Fighting] effect.
Note: if using Tome Feats, replace Power Attack with Blitz and Weapon Focus with Combat School.
---
Conkeldurr
Medium Magical Beast
31 10 24 5 14 10
11d10+77 (137)
Initiative +0
Speed: 30'
BAB/Grab: +11/+25
Attack: Slam +22 (2d6+15, 19-20/x2)
or Concrete Pillar +21 (2d8+15, 20/x3)
AC: 20 (+10 Natural)
flat 20 touch 10
F +14 R +7 W +5
Feats: Power Attack, Improved Natural Weapon (Slam), Weapon Focus (Slam), Improved Critical (Slam)
Skills: Intimidate +14
Special Attacks: Scary Face, Pound, Low Kick, Wake-Up Slap, Throw Rocks, Fighting Styles, Hammer Arm, Dynamic Punch
Special Qualities: Fighting Pokemon Traits, Guts, Powerful Build
Advancement: 12-13 HD (Medium), 14-16 HD (Large), 17-19 HD (Huge), 20+ HD (Gargantuan)
Conkeldurr can often be found carrying a massive concrete pillar or two, to bludgeon people with. Hitting someone with it is either a [Fighting] or [Rock] effect as Conkeldurr sees fit.
Pound (Ex): Conkeldurr's Slam is a [Fighting] effect and benefits from Power Attack as though a two-handed weapon.
Scary Face (Su): Whenever Conkeldurr demoralises a foe, they Cower for one round, then are Slowed for three more. In a Contest, if this is used in conjunction with Intimidate, the check gains a +4 bonus.
Low Kick (Ex): When Conkeldurr hits a foe with a Slam attack, it may make a free Trip attempt against that foe. Instead of making opposed Size+Strength checks, the foe must pass a Reflex Save (Strength-based), with a penalty equal to the number of size categories they are above Medium. If they fail, they fall Prone and take 1d4 damage, plus 1d4 for every Size Category they exceed Medium by. Being smaller than Medium grants no bonus to the save but results in zero damage from being tripped. The sample Conkeldurr has a DC of 25.
Wake-Up Slap (Ex): Conkeldurr may, with a Standard Action, make a special Slam attack against a Sleeping foe: the attack is resolved as an automatic Critical Hit. Assume that Conkeldurr uses full (-11) Power Attack for this. The sample Conkeldurr would therefore deal 4d6+74 damage.
Throw Rocks (Ex): Conkeldurr can Catch and Throw rocks like a Huge Giant. This is a [Rock] effect.
Guts (Ex): Any time Conkeldurr is suffering from an affliction, it has a +6 Enhancement Bonus to Strength.
Hammer Arm (Ex): By focusing, Conkeldurr can strike out with an extra powerful slam that shatters rocks. And faces. This attack is a Full Round Action, and is a Slam that, if it connects, ignores all Damage Reduction and Regeneration. The foe must also pass a Fortitude Save (Strength-based) or be Stunned for 1 round. The sample Conkeldurr has a Save DC of 25. This is a [Fighting] effect.
Dynamic Punch (Ex): Conkeldurr may unleash a DYNAMIC punch with a Standard Action. This attack must always Power Attack for full, but enjoys a x4 Critical Multiplier and deals maximum damage. It also doubles the Strength bonus to damage rather than multiply it by 150%. The sample Conkeldurr would have a Dynamic Punch of +11 (54, 19-20/x4). This is a [Fighting] effect.
Fighting Styles (Ex): Conkeldurr has a Fighting Style and a Master Fighting Style as though it had Dungeonomicon Monk levels. These are [Fighting] effects.
Additional Hit Dice:
Every Hit Die, increase Conkeldurr's Strength by +1.
At 14 HD, it learns Drain Punch (Su): with a Standard Action it 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 Conkeldur rolls higher than them, any points they gain are stolen by Conkeldur.
At 17 HD, it gains a Grand Master Fighting Style like a Dungeonomicon Monk. This is a [Fighting] effect.
Note: if using Tome Feats, replace Power Attack with Blitz, Improved Critical with Insightful Strike and Weapon Focus with Combat School.
Last edited by Koumei on Tue Aug 28, 2012 7:40 am, edited 1 time 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 » Thu Aug 23, 2012 5:20 am

Alternate Class Features
Handle Animal is added to every classes' Skill List
Armoured Pokemaniac: Alternate Knight Class Features
Level 1: Instead of Mounted Combat, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon. Finally, you gain 1 HP fewer per level, but your Pokemon gains +1 HP per hit die.
Level 3: Instead of Energy Resistance, you are treated as the same Pokemon Type as your Pokemon for the purpose of Resistances, but not Weaknesses and Immunities. Instead of Speak With Animals, you gain Pokedex and Heal Pokemon.
Level 5: Instead of Command, you become a Battle Comrade (Ex) with your Pokemon: it can deal Designated Opponent damage in your place, and any time a Designated enemy damages it, they are treated as not damaging you that round, even if they do.
Level 6: Instead of Quick Recovery, you gain Increased Awareness.
Level 10: You might wish to join the Order of Team Rocket (or Aqua, Magma, Plasma or whatever), or the Order of the Elites, or the Order of Pokemon Rangers or something similar.
-Order of the Rocket: Team Rocket blasts off at the speed of light! Benefits: you gain a second Pokemon, though its level is 2 less than your primary one. Additionally, one of your pokemon is granted Magic Armour or Barding, giving it any Moderate quality you like.
-Order of Victory Road: you are a contender for the Elite 4. Benefits: You can control an additional 2 Pokemon, but they must both be 4 levels lower than your primary Pokemon.
-Order of the Pokerangers: you are a Pokeranger, out to help maintain a sustainable environment. Benefits: You can cast Goodberry at will, and treat the Armour Bonus of non-metal armour as 4 points better.
-Order of Iron: you are a Steel Gym Leader, and can hand out badges. You gain the benefits of the Ferrous Badge - even when you don't have one on you - and can craft them as well with just an hour of work. You also gain a second Pokemon (it must have Steel Pokemon Traits) that has a maximum level 4 lower than your primary one.
Typical Pokemon: Steel, Rock, Dragon
Fanatical Pokemaniac: Alternate Barbarian Class Features
Level 1: Instead of Fast Healing, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon.
Level 3: Instead of Battle Hardened, you are treated as the same Pokemon Type as your Pokemon for the purpose of Resistances, but not Weaknesses and Immunities. Instead of Speak With Animals, you gain Pokedex and Heal Pokemon.
Level 5: Instead of Sidestep Hazards, you gain Infectious Anger (Ex): any time you enter a Rage, you may elect to let your Pokemon do so as well. It also gains your Combat Movement and Rage Dice.
Level 7: Instead of Great Blows, you gain Increased Awareness.
Level 11: Instead of Call the Horde, you become a Fighting Gym Leader if you so wish. You gain a second Pokemon - either Fighting or Normal - with a maximum level 2 lower than your primary one, and you gain the effects of the Melee badge even if you don't happen to have one. You can also craft Melee Badges with an hour each.
Typical Pokemon: Normal, Fighting, Ground
Psychic Pokemaniac: Alternate Psion Class Features
Level 1: Instead of a Bonus Feat, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon, and every level you receive one Power Point fewer - so at level 1 you have 1 point, at level 2 you have 4, at level 3 you 8 and so on.
Level 5: Instead of a Bonus Feat, you can Mindlink (Su) with your Pokemon: each can use the other as the origin of their Psionic powers and Spell-Like Abilities. You also gain Heal Pokemon and Increased Awareness.
Level 10: You don't gain a Bonus Feat. Instead, your Pokemon gains its own supply of Power Points equal to its hit dice, modified by its Intelligence as normal. It can use them to manifest powers you know.
Level 15: You don't gain a Bonus Feat, nor any additional Power Points this level. Instead, you become the Psychic Gym Leader, with the Kinesis Badge you can hand to people - and you are treated as always having the Badge even if you don't. Crafting a new one to give someone else takes an hour. You also gain a second Pokemon (which must have Psychic Pokemon Traits) with a maximum level 4 lower than your primary one
Typical Pokemon: Psychic, Ghost, Bug
Ninja Pokemaniac: Alternate Ninja Class Features
Level 1: Instead of Too Fast By Half, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon.
Level 2: Instead of Ninja'd, your Pokemon gains a single Jutsu Point of its own.
Levels 5, 10, 15, 20: You may elect for your Pokemon to gain a Mystic Art instead of you. Or you can choose to keep it yourself. Additionally, you may gain both Heal Pokemon and Increased Awareness in place of a single Mystic Art.
Levels 15, 20: Instead of taking a Mystic Art, you may grant all of your Pokemon the ability to cast Shadow Ball once per hour as a [Ghost] effect, Slashing Darkness once per hour as a [Dark] effect, Poison once per hour as a [Poison] effect and Wall of Thorns once per day as a [Grass] effect.
Typical Pokemon: Grass, Poison, Ghost
Samurai Pokemaniac: Alternate Samurai Class Features
Level 1: Instead of Pledge of Loyalty, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon. Your Ancestral Weapon's Enhancement Bonus is forever reduced by 1 (minimum +1 though).
Level 5: Instead of Ancestral Guidance, you become a Blade Brother (Ex) with your Pokemon: it may use any of your Kiai! uses for you. You also gain Increased Awareness.
Typical Pokemon: Steel, Dragon, Bug
Martial Artist Pokemaniac: Alternate Monk Class Features
Level 1: Instead of your first Fighting Style, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon.
Every odd level after 1: your Pokemon may receive your Fighting Style in your stead (including Master and Grand Master), or you can keep it for yourself if you wish.
Level 7: neither you nor your Pokemon gain a Fighting Style. Instead, you gain Increased Awareness.
Level 11+: you may elect to, instead of gaining a Master Fighting Style, become the Fighting Gym Leader. You gain the Melee Badge, and have its effects even when not physically carrying one. Crafting a new one to hand to another takes an hour. You also gain a second Pokemon, with a level 4 lower than your primary one, which must have Fighting Pokemon Traits.
Typical Pokemon: Fighting, Flying, Rock
Technical Pokemaniac: Alternate Rogue Class Features
Level 1: Instead of your first Sneak Attack die, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon. From this point on, your Sneak Attack is 1d6 lower than listed on the regular class progression.
Every odd level after 1: your Pokemon may receive your Sneak Attack die instead of you, or you can keep it for yourself if you wish.
Level 5: Neither you nor your Pokemon gains the Sneak Attack die at this level. Instead, you gain Increased Awareness and Heal Pokemon.
Level 9: Neither you nor your Pokemon gains the Sneak Attack die at this level. Instead, you gain the ability to Craft Pokeballs, Great Balls, Ultra Balls and Technical Machines.
Levels 10, 13, 16, 19: you may choose to gain Type or Subtype Specialisation as a Special Ability.
Typical Pokemon: Normal, Flying, Dark
Acrobatic Pokemaniac: Alternate Thief-Acrobat Class Features
Level 1:Instead of your first Sneak Attack die, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon. From this point on, your Sneak Attack is 1d6 lower than listed on the regular class progression.
Every odd level after 1: your Pokemon may receive your Sneak Attack die instead of you, or you can keep it for yourself if you wish.
Level 5: Neither you nor your Pokemon gains the Sneak Attack die at this level. Instead, you gain Increased Awareness and Heal Pokemon.
Level 10: You can choose whether to gain Skill Mastery as normal, or for any of your pokemon with a Fly Speed to be able to carry up to 500lbs of passengers regardless of size.
Level 12: When you use Dedicated Evasion, you may elect to have your Pokemon benefit from it instead of you.
Typical Pokemon: Electric, Flying, Bug
Evil Pokemaniac: Alternate Assassin Class Features
Level 1: Personal Immunity extends only to the Poisons used by any Pokemon you own. Additionally, instead of Spellcasting ability, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon.
Level 2: Instead of Uncanny Dodge, you gain Increased Awareness.
Level 6: Instead of Palm Weapon, you gain Projected Lethality (Su). If you spend the time studying a foe, then either you or your Pokemon may deliver your Death Attack to the unsuspecting foe.
Level 9: Instead of Improved Uncanny Dodge, you gain Uncanny Dodge. So does your Pokemon.
Level 13, 16 or 19: as an Exotic Method, you may be a Poison Gym Leader, able to give the Toxin Badge out to anyone who earns it and gaining a second Pokemon - which must have Poison Pokemon Traits and be 2 levels lower than your primary Pokemon. Crafting another Toxin Badge takes an hour, but you have the effects even when not carrying the badge.
Typical Pokemon: Poison, Psychic, Dark
Prankster Pokemaniac: Alternate Jester Class Features
Level 1: You gain one fewer spell per day of each spell level, and do not gain Poison Use. Instead, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon.
Level 5: Instead of Cruel Comment, you gain Increased Awareness and Speak With Pokemon. Your Pokemon actually learns Cruel Comment, which is a [Dark] effect.
Level 7: You may elect to take Tricky Trainer as a Bonus Feat instead of gaining Sight Gag.
Level 10: Instead of Jack in the Box King, you gain a second Pokemon, 2 levels lower than the primary one, and all of your Pokemon benefit from Power Slide and, if they have Sneak Attack, Slapstick.
Level 16: You don't gain Prat Fall. Instead, all of your Pokemon gain it.
Typical Pokemon: Ghost, Psychic, Flying
Musical Pokemaniac: Alternate Bard Class Features
Level 1: Instead of Bardic Knowledge, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon and Pokedex.
Even Levels: Cosmopolitan, Nymph's Kiss and Open Mind are also available as Feats for you to choose. Your Pokemon gains the same Bonus Feat each time.
Level 3: Instead of a Performance Trick, you gain Increased Awareness and Heal Pokemon.
Level 9+: Instead of a Performance Trick, you can teach your Pokemon Swords Dance, Sing, Round or Dragon Dance.
Typical Pokemon: Fighting, Normal, Grass
Elemental Pokemaniac: Alternate Elemental Siphon
Level 1: You have one token fewer than normal, and one element of your choice is "blocked" (you cannot place tokens in it or otherwise use its abilities). In return, you gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class level. You also gain Train Pokemon. You cannot have Pokemon of the blocked variety.
Level 2: When using Minor Warding, instead of the usual effects you grant yourself the Pokemon Traits of the relevant type - [Fire], [Water], [Ground] or [Flying].
Level 4: Instead of Fast Channel and Commune With Elements, you get Increased Awareness, Speak With Pokemon and Subtype Specialisation (instead selecting one of the following Pokemon Types - Ground, Fire, Flying, Water, Ice, Electric).
Typical Pokemon: Fire, Water, Ground, Electric, Ice
Diabolic Pokemaniac: Alternate Warlock Feature
1st Level: You gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class. You also gain Train Pokemon. As a consequence, your Eldritch Blast does a number of d6s equal to your level minus two, minimum 1d6. It is a [Fire] effect.
2nd Level: Your fiendish similarities also make you similar to pokemon (well, and your propensity for firing gallons of water/streams of fire/storms of hail/flurries of razor sharp leaves from nowhere). You may also take [Monstrous] feats you otherwise qualify for.
4th Level: Call Fiends works slightly differently: you can only call a [Dark] Type Pokemon. It otherwise works exactly the same. Note that you cannot train these, as they don't belong to you.
5th Level: Replace Hellfire Blast with Increased Awareness.
10th Level: Dark Blast allows you to simply use Eldritch Blast as a [Dark] effect (no further reduction to damage).
11th Level: Instead of Summon Fiend, you gain a second Pokemon to control, though it must have Dark Pokemon Traits and has a maximum level 2 lower than your primary Pokemon. You may be a Dark Gym Leader, able to hand out the Shadow Badge to people. You gain the benefits even when not carrying the badge, and crafting one takes about an hour.
Typical Pokemon: Dark, Ghost, Fire
---
[Monstrous] Feats:
Anger Point [Monstrous]
Getting punched in the face makes you angry. More than it pisses most people off, that is.
Benefit: any time you are damaged, you benefit from a Rage effect for one minute. If you suffer a Critical Hit, your next attack deals an additional 1d6 damage if made in your next turn. Multiple Critical Hits won't stack.
Arena Trap [Monstrous]
Actually, they can't run.
Requirement: [Ground] or [Psychic] or [Dark] Pokemon
Benefit: you radiate a constant 100' radius Dimensional Anchor.
Battle Armour [Monstrous]
People are lucky to even dent you.
Requirement: [Steel] or [Rock] Pokemon.
Benefit: you have Heavy Fortification (100% Immunity to Critical Hits).
Beautiful Idol [Monstrous][Idol]
You impress the judges with your great looks... as a spiky bug?
Benefit: in Contests, you can use a Beautiful Skill to steal the spotlight - if someone else wins a point and you follow up with a Beautiful Skill that also wins a point, you steal their point(s) from that round.
Alternatively, you may fascinate someone who acts after you by making a Beautiful skill check - this sets the DC for a level check they have to make. If they fail the check, they are Fascinated and can't act - if your check would win you a point, then you still get that.
Finally, whenever you damage a foe with an attack, you may make a Beautiful skill check (DC 15 + Target Hit Dice). If you succeed, they are Fascinated for one round. This cannot be used on the same target on successive rounds.
Special: no Pokemon may have more than 1 of the Idol feats
Note: the Beautiful skills are Craft (any), Diplomacy, Perform, Ride, Spellcraft and Swim.
Clear Sky [Monstrous]
Every day is a good day to make someone else die
Requirements: not a [Fire], [Water] or [Ice] Pokemon
Benefit: the weather is always clear and mild within a 100' radius of you. This over-rules any other weather-altering effect.
Cool Idol [Monstrous][Idol]
You're so cool, even if you're fiery hot.
Benefit: in Contests, you can shock and amaze people with your Cool action. You can make a Cool skill check, and if you get a point, then anyone who acts after you suffers a penalty equal to your Charisma Bonus on their skill checks.
Alternatively, you may perform the finishing touch: you automatically go last (if multiple Pokemon would automatically go last, roll off between them) for that round, and as long as nobody manages to actually go after you in the round, if you successfully gain a point by using a Cool skill, you actually gain two.
Finally, you are able to substitute Cool skill checks in for attack rolls. This cannot be used on the same target on successive rounds.
Special: no Pokemon may have more than 1 of the Idol feats
Note: the Cool skills are Bluff, Escape Artist, Forgery, Jump, Sleight of Hand and Use Magic Device.
Cursed Body [Monstrous
You're worse luck than a haunted video
Requirements: [Ghost] Pokemon
Benefit: any time a foe hits you with a Spell, Spell-Like Ability, Supernatural Special Attack or Extraordinary Special Attack, after the effects have been resolved, they must pass a Will Save (Charisma-based). If they fail, that ability is "locked" for the next hour - they are unable to use it for the duration.
Cute Charm [Monstrous]
"Wild Darkrai is immobilised with love!"
Benefit: any creature that tries to attack you must first pass a Will Save (Charisma-based) or be Charmed, falling in love with you for the rest of the day. If they pass the save, they are immune for the rest of the day.
Cute Idol [Monstrous][Idol]
Despite being a spiky fish, you could very well be the cutest.
Benefit: in Contests, you can garner sympathy when people are mean to you: if someone performs an action that affects you negatively (such as stealing your points or giving a penalty), you can make a Cute skill check (with no penalties). If your result beats theirs, you negate their effect on you.
Alternatively, you may attempt to stay in the judge's minds even after your turn: if you use a Cute skill check to win a point, your check becomes the DC required for anyone after you to win a point for the rest of the turn.
Finally, you may substitute a Cute skill check for saving throws. This cannot be used on successive rounds.
Special: no Pokemon may have more than 1 of the Idol feats
Note: the Cute skills are Balance, Disguise, Handle Animal, Hide, Move Silently and Tumble.
Drought [Monstrous]
Whenever you're around, it's 'shirtless weather'.
Requirements: [Ground] or [Fire] Pokemon, not a [Water] or [Ice] Pokemon
Benefit: the weather is always two stages hotter and drier within a 100' radius of you. Everyone in the area gains a +4 bonus to Saving Throws against [Water] and [Ice] attacks, and all [Fire] attacks in the area deal an additional 1d6 damage (as do Burns and being on fire). In a Pokemon Contest, all [Fire] moves gain a +2 and all [Water] and [Ice] moves have a -2, but if the [Ice] or [Water] move gains a point, it's so refreshing that another point is gained.
Note: when multiple weather-affecting abilities collide, the higher-level Pokemon overrides the other. If they are of equal level, they cancel each other out. The exception is Clear Sky, which always overrules others.
Dry Skin [Monstrous]
No amount of L'Oreal can fix your problem.
Requirements: not a [Water] Pokemon
Benefit: when the weather is hot and dry (at least two hotter than average), you lose 5 HP per round. On the other hand, whenever it's raining or you're at least up to your waist in water, you gain Fast Healing 10. Additionally, you are immune to damage from [Water] effects, instead being healed an equal amount.
Eerie Emanation [Monstrous]
Requirements: [Ghost] Type Pokemon
Benefit: you have some weird aura that emanates from you out to a fifteen foot radius. You can suppress and resume it at will. Select one of the following - it doesn't change after your decision is made:
[*]Black Hole: all in the area must pass a Fortitude Save (Charisma-based) or be Slowed for the duration. The area is treated as Difficult Terrain for everyone that is not you, and anyone adjacent to you is automatically Entangled and Anchored for as long as they remain adjacent.
[*]Frighten: everyone in the area suffers the effects of Vision of Entropy (Charisma-based). The effects only continue to stack up while they area in the area, but they linger on for one minute thereafter.
[*]Interference: you have Concealment against all attacks made from within the area. Everyone else in the area has a mere 5% Miss Chance against all attacks made from within the area - except for those made by you. Spellcasters need to Concentrate to cast spells in the area (DC 10 + your Hit Dice + your Charisma Bonus).
Flood Warning [Monstrous]
Actually it's not so much a warning, when you're around there's a flood.
Requirements: [Water] Pokemon, not a [Fire] or [Ice] Pokemon
Benefit: the weather is always raining within a 100' radius of you. Everyone in the area gains a +4 bonus to Saving Throws against [Fire] attacks, and all [Water] attacks in the area deal an additional 1d6 damage. It is impossible to be set on fire in this rain. In Contests, [Water] and [Electric] moves gain +2, and [Fire] effects are at -2.
Note: when multiple weather-affecting abilities collide, the higher-level Pokemon overrides the other. If they are of equal level, they cancel each other out. The exception is Clear Sky, which always overrules others.
Hero [Monstrous]
You value your friends so much that them being hurt makes you angry with RIGHTEOUSNESS. And anger.
Requirement: not a [Dark] or [Ghost] Type Pokemon
Benefit: any time an ally within line of sight is incapacitated, you gain a +1 Morale Bonus to attack rolls and +1d6 damage. This lasts until you make an attack or the end of your next turn, whichever comes first. Multiple allies dropping in the same turn will actually increase the bonus by +1/+1d6, so if three drop to a Fireball and then one is petrified, you gain +4/+4d6 on your revenge attack.
HM Slave [Monstrous]
This Pokemon tends to be valued mostly for its ability to handle mundane crap.
Benefit: you can do any of the following
[*]Smash rocks: by making a Slam attack against an inanimate, non-magical rock (including stone statues, bricks and walls made out of stone or brick), you deal 1d6 damage per hit die, ignoring all Hardness. This has no recoil and is a [Fighting] effect.
[*]Cut trees: with a Standard Action, you may hack any single nonmagical tree down as long as the diameter of the trunk is no greater than 5 feet. You can likewise hack through a 5' square of brambles and such, clearing the way. This is a [Normal] effect.
[*]Surf: you gain a Swim Speed equal to your Land Speed, and all attendant bonuses. Even if too small to ride, up to 500lbs of creatures and gear can hang onto you and be pulled along without penalty. This is a [Water] effect.
[*]Cancel Whirlpools: if caught in a Whirlpool of any kind, you can spend a Standard Action suppressing it - it stays suppressed for one minute. This is a [Water] effect.
Hydration [Monstrous]
Getting soaked is good for you.
Requirements: [Water] or [Ice] Pokemon
Benefit: as long as it's raining or you're at least up to your waist in water, at the end of each of your turns, any ongoing afflictions you suffer from end.
Insight [Monstrous][Psionic]
You saw it coming. You also saw the "That's what she said" comment coming.
Requirements: [Psychic] Type Pokemon
Benefit: with an Immediate Action, you may add your Intelligence or Wisdom Bonus, whichever is higher, as an Insight Bonus to your Armour Class and Reflex Saves against a single effect.
Insomnia [Monstrous]
You never sleep. Like an elf.
Benefit: you are immune to Sleep effects, and never need to sleep.
Jagged Edge [Monstrous]
You're so sharp you cut yourself. Well not quite, you just cut others.
Requirements: [Rock] or [Steel] Type Pokemon.
Benefit: anyone who hits you with a natural weapon, unarmed attack or non-reach melee weapon suffers Slashing damage equal to your Constitution Bonus. This also applies every round they remain in a grapple with you, and every single time they Constrict you.
Levitate [Monstrous]
You're basically earthquake-proof. This is a good thing.
Requirements: not a [Ground] Pokemon
Benefit: you can levitate at will, anywhere from an inch up to 30 feet.
Lightning Rod [Monstrous]
You attract lightning like Republicans attract warranted criticism: all the time and with no apparent detriment.
Requirements: [Electric], [Steel] or [Ground] Pokemon
Benefit: any [Electric] effect within 50 feet is redirected to you, regardless of the original target. Additionally, you suffer no damage from these redirected attacks (or ones actually targeted at you), but suffer from secondary effects normally.
Liquid Ooze [Monstrous]
You don't have blood in the traditional sense. You instead have toxic goo.
Requirements: [Poison] Pokemon
Benefit: any effect that would drain HP from you, such as Vampiric Touch, still deals damage to you, but deals an equal amount of damage to the target instead of healing them or giving them Temporary HP. If you have a Poison Special Attack, they also suffer the Poison (but gain a Saving Throw as normal).
Magma Blood [Monstrous]
Some people have blood. You have lava.
Requirements: [Fire] Pokemon
Benefit: you are immune to being Slowed by [Ice] effects, suffering Dexterity Damage/Drain from [Ice] effects, and being frozen solid. Additionally, any time someone damages you with a melee attack, they must pass a Reflex Save (Constitution-based) or be Burned.
Me First! [Monstrous]
You usually go first. Your partner complains about this.
Benefit: in the first round of combat, you may elect to automatically go first, but in this round may only utilise the Fake-Out move (Ex): make a Bluff check. All enemies must oppose this with a level check, and if they fail they are Staggered for the first round and suffer Non-Lethal Damage equal to your Charisma bonus. This is a [Dark] effect. On following turns, you use your skill check as your Initiative result.
Additionally, if someone adjacent to you is the target of a [Harmless] effect from someone else, you may try to intercept and steal the effect: make a Reflex Save (DC 10 + half the caster's HD + their Wisdom bonus), and if you are successful you steal the effect.
Finally, in all Contests, whenever your skill check is the highest of the bunch, you automatically go first on the following turn.
Mean [Monstrous]
You're just a jerk.
Requirement: Dark Type Pokemon
Benefit: before any Contest you participate in, you may target another competitor. On their first turn, they must pass a Will Save (Charisma-based) or lose any points gained and suffer a -3 penalty on all future checks.
During a contest, instead of using any other special ability, you may attempt to "add insult to injury": if anyone who went before you failed their skill check, you may attempt a skill check (of the kind being judged in the Contest). If you win a point, you humiliate the target and they lose a point.
Finally, in combat, you gain +1d6 Sneak Attack damage.
Melee Opportunist [Monstrous]
Putting the boot in is *fun*
Requirement: [Dark] or [Fighting] Type Pokemon
Benefit: whenever someone else damages an enemy that is adjacent to you, you may make an Attack of Opportunity against that enemy. This doesn't work if the enemy damages itself, nor if you hurt them, someone else actually has to deal the damage.
Mood Maker [Monstrous]
Everyone wakes up on the right side of bed when you're around.
Requirement: [Psychic], [Ghost] or [Normal] Type Pokemon
Benefit: whenever you wake up, you ignore any effects of having had bad dreams or restless, difficult sleep, including the Nightmare spell and similar. This actually extends to anyone who wakes up within 30' of you. Furthermore, you can Inspire Courage at will like a Bard with a level equal to your hit dice - it requires no skill ranks, but you do have to spend the action still. Finally, when you or an ally within 30' use Return, any Morale Bonus is increased by 5 for that attack.
Moxie [Mosntrous]
It's so much fun to punch people out!
Requirements: [Dark] Type Pokemon
Benefit: every time you kill a foe or knock them out or otherwise render them helpless, you remove any Morale Penalties affecting you, and gain a +4 Morale Bonus to attack and damage rolls for a number of rounds equal to the CR of the creature you defeated (if the CR is less than 1, then there is no effect).
Oblivious [Monstrous]
You don't get subtle hints. Or direct come-ons.
Benefit: you are immune to all [Charm] effects, and to Suggestions.
Poison Point [Monstrous]
You are surprisingly spiky, and must be handled with care.
Requirements: [Poison] or [Bug] Pokemon
Benefit: any time somone hits you with a melee weapon (or vice versa), they get jabbed for 1d4 Piercing damage and must save against Poison (Constitution-based). The Poison deals 1 Con damage per round for 1 minute.
Pressure [Monstrous]
In these high-pressure situations, you wear foes out quickly.
Benefit: any time someone uses an attack against you that can only be used once per (1d4 rounds, minute, hour, day, whatever), they must wait twice as long before using it again. Additionally, anyone who attacks you must pass a Fortitude Save (Constitution-based) or become Fatigued after the attack is resolved.
Rock Head [Monstrous]
You wanna' rock! ROCK!
Requirements: [Rock], [Steel] or [Ground] Pokemon
Benefit: you never suffer recoil damage (from attacks which usually deal recoil damage). Additionally, you never suffer from Falling damage, and can use your Fortitude Save in place of your Will Save against [Mind-Affecting] effects.
Sand Veil [Monstrous]
You are hidden in sand. Like a ninja or something.
Benefit: when in a sandstorm, if you have Concealment against someone you instead have Full Concealment against them. Additionally, you gain a +4 Circumstance Bonus to Will Saves, thanks to all of the interference.
Special: no-one may have both Sand Veil and Sandstream. Get your synergy through teamwork.
Sandstream [Monstrous]
When you're around, the sand gets everywhere. Everywhere.
Requirements: [Ground] or [Rock] Pokemon, not a [Fire], [Water] or [Ice] Pokemon
Benefit: there is always a sandstorm within a 100' radius of you. This has the usual effects, and also deals 1d6 damage per round to all creatures except for [Steel], [Rock] and [Ground] Pokemon. Any amount of Damage Reduction negates it, however. In a Contest, [Ground] and [Rock] moves gain +2, and [Flying] and [Electric] moves take -2.
Note: when multiple weather-affecting abilities collide, the higher-level Pokemon overrides the other. If they are of equal level, they cancel each other out. The exception is Clear Sky, which always overrules others.
Scrappy [Monstrous]
So it turns out that ghosts aren't such a big deal to you, you'll still punch it's face in.
Requirements: [Normal] or [Fighting] Pokemon
Benefit: all of your natural weapons and attacks have the Ghost Touch property, and [Ghost] Pokemon are not immune to your [Normal] and [Fighting] attacks, treating them as being normally effective.
Smart Idol [Monstrous][Idol]
Sure, you're just a lump of rock. But you're a total genius at performances.
Benefit: in Contests, you may seize the initiative: if you win a point by using a Smart skill, you may automatically go first on the following turn - if multiple people do so, then roll to determine who actually goes first. On the turn where you automatically go first, anyone who you overtook (who would normally act before you) suffers a -4 penalty to their skill check.
Alternatively, you may foil the plans of others: if someone else gains a point and also negatively affects you in some way, then you may immediately attempt a Smart skill check. If your roll beats theirs, then you instantly gain a point and their additional effect fails.
Finally, as an Immediate Action you may add your Intelligence bonus as a Dodge Bonus to your Armour Class against a single attack. This cannot be used on the same target on successive rounds.
Special: no Pokemon may have more than 1 of the Idol feats
Note: the Smart skills are Appraise, Decipher Script, Gather Information, Knowledge (Any), Profession (Any) and Search.
Static [Monstrous]
You always shock people when making contact.
Requirements: [Electric] Pokemon
Benefit: any time you are hit by a melee attack, your opponent must pass a Reflex Save (Constitution-based) or be zapped by you. They become Entangled for one minute and suffer 1 point of Dexterity damage.
Sturdy Build [Monstrous]
It's never a one-hit KO.
Requirements: [Rock] or [Steel] Pokemon
Benefit: you ignore [Death] effects and similar things that instantly kill someone or knock them unconscious regardless of HP. Sleep doesn't count, it has to be an actual KO like from Overwhelm.
Swift Swim [Monstrous]
You're really fast in the water.
Requirements: [Water] Pokemon
Benefit: your Swim speed doubles. Additionally, when it is raining, you gain a +2 Circumstance Bonus to Initiative, a +2 Dodge Bonus to Armour Class and Reflex Saves and your land speed is doubled.
Special: no-one may have both Swift Swim and Flood Warning. Sorry, you need to get your synergy from teamwork.
Synchronise [Monstrous]
Mind bullets work both ways. Actually, many things do.
Requirements: [Psychic] Pokemon
Benefit: whenever someone bestows an affliction upon you, they must attempt a Will Save (Charisma-based). If they fail it, they suffer from the same affliction(s). This does not bypass their immunity to such, however.
Tough Idol [Monstrous] [Idol]
You might be a silly little puffball, but you're damn tough.
Benefit: in Contests, you may attempt to wait it out and display your resilience. You automatically go last - if multiple people would automatically do so, then roll to determine who actually does. As long as nobody bestows an affliction or penalty on you before your turn, if you win a point using a Tough skill, you gain a second one.
Alternatively, you may weather out the efforts of your foes: you automatically go first - if multiple people would automatically do so, then roll to determine who actually does. Make a Tough skill check, and if you would normally win a point, then instead you just become immune to the efforts of all other competitors for the round and nobody else can earn more than one point in that round.
Finally, you may use an Immediate Action to attempt a Tough skill check in combat. If the result is greater than the damage of a single attack directed at you, you suffer no damage from the attack. This cannot be used on successive rounds.
Special: no Pokemon may have more than 1 of the Idol feats
Note: the Tough skills are Climb, Concentration, Disable Device, Intimidate, Survival and Use Rope.
Walking Winter [Monstrous]
Your presence always brings a cold front.
Requirements: [Ice] Pokemon, not a [Fire] Pokemon
Benefit: the weather is always two "levels" colder within a 100' radius of you, and snowing or hailing (although it will quickly melt if the weather is still too hot). Everyone in the area gains a +4 bonus to Saving Throws against [Fire] attacks, and all [Ice] attacks in the area deal an additional 1d6 damage. In a Contest, [Ice] attacks gain +2.
Note: when multiple weather-affecting abilities collide, the higher-level Pokemon overrides the other. If they are of equal level, they cancel each other out. The exception is Clear Sky, which always overrules others.
---
Feats for trainers
Craft Pokeballs [Skill]
You've got the biggest balls of all.
Benefit: you are able to craft Pokeballs.
Craft (Metalwork) 4 ranks: you are able to craft Net Balls
Craft (Metalwork) 9 ranks: you are able to craft Great Balls
Craft (Metalwork) 14 ranks: you are able to craft Ultra Balls
Craft (Metalwork) 19 ranks: you are able to craft Dark Balls
Call for Fortitude [Skill]
You can make Pokemon tougher than normal by saying encouraging things.
Benefit: with an Immediate Action, you may call out to your Pokemon to grant it Mettle until your next turn.
Concentrate 4 ranks: with a Standard Action, you can call out to your Pokemon to grant it the benefits of Sturdy until your next turn.
Concentrate 9 ranks: your Pokemon remain conscious and active at negative hit points until actually dead as long as you are conscious - however you have to spend a Standard Action encouraging them each turn or this stops working. Also, they die at -(10+Con Score) HP, which can be modified by other stuff normally.
Concentrate 14 ranks: your Pokemon can all use their Fortitude Saves in place of other Saving Throws, but doing so makes them Fatigued, and they can't do this while Fatigued or Exhausted.
Concentrate 19 ranks: with a Full Round Action you can grant your Pokemon a surge of strength, bestowing a Heal effect on them. However this Fatigues you, and you can't do it while Fatigued or Exhausted.
Rally [Skill]
You get your Pokemon to act fast.
Benefit: if your Pokemon would act at a slower Initiative than you, they may instead act at your Initiative. You have to choose one or the other though, they don't get two turns per round.
Handle Animal 4 ranks: with a Standard Action, you can call out to your Pokemon - all that are "in play" and controlled by you - to make an attack with an Immediate Action.
Handle Animal 9 ranks: you can use a Move-Equivalent Action to rally your Pokemon, doubling their Movement Speeds until the start of your next turn and granting them +1d6 Sneak Attack damage for the duration.
Handle Animal 14 ranks: when you use your Standard Action to grant an attack, they may instead make a Charge. They cannot make a Full Attack with this Charge even if they have Pounce or similar abilities.
Handle Animal 19 ranks: when you use your Standard Action to grant an attack - whether a normal attack or a charge - the pokemon gains an extra 1d6 Sneak Attack damage for that attack.
Words of Encouragement [Skill]
A nice word and a smile can cure all kinds of crap.
Benefit: with a Move-Equivalent Action, you can shout or sing out to help your pokemon. This allows them another save against any ongoing [Mind-Affecting] effects.
Perform: Oratory or Singing 4 ranks: when you call out to your pokemon, it automatically removes the Rage, Dazed and Confused conditions. Additionally, make a Perform (Oratory) or (Singing) check. You remove this much non-lethal damage.
Perform: Oratory or Singing 9 ranks: with an Immediate Action, you can encourage your pokemon so much that they shrug things off - you make a Perform (Oratory) or (Singing) check, and use that in place of a Will Save the pokemon has to make.
Perform: Oratory or Singing 14 ranks: when you call out to your pokemon, it also removes the Stunned condition and any Morale Penalties.
Perform: Oratory or Singing 19 ranks: with a Full Round Action, you can give a speech or song that is magical in nature. You can only do this once per hour, but you can bestow a Heal effect with a caster level equal to your ranks in Perform.
Tricky Trainer [Skill]
blah
Benefit: X
Sleight of Hand 4 ranks: X
Sleight of Hand 9 ranks: X
Sleight of Hand 14 ranks: X
Sleight of Hand 19 ranks: X
Last edited by Koumei on Mon Oct 08, 2012 7:58 am, edited 26 times in total.

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

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Avoraciopoctules
  Overlord
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Post by Avoraciopoctules » Thu Aug 23, 2012 5:25 am

> Koumei wrote: Psychic Pokemaniac: Alternate Psion Class Features
> -

Which version of the Psion are you using?
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Koumei
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Post by Koumei » Thu Aug 23, 2012 5:41 am

SRD. I don't exactly like it, but whatever. I figure they'll lose out on a bunch of PP in exchange for having a Poke and the ability to synch with it.

> 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 » Fri Aug 24, 2012 3:49 am

There we go, a whole bunch of Special Abilities (and the "Special Edition Pikachu with Surf/Darkrai with Spatial Rend and Roar of Time") turned into Feats, and a bunch of Alternate Class Features.
Any other classes that people want converted? Keeping in mind I kind of want to keep Wizards, Clerics etc. out of this. I could see Rogue, Assassin (?), Thief-Acrobat, Jester & Bard (Den versions where applicable) working easily, and *maybe* weird crap like the Totemist.
It's almost tempting to grab the movelists off the other project and kind of work them in. That's a lot of re-writing though, so maybe not. We're at the point where it basically wouldn't save time in the longrun, given how many Pokemon are already covered.
And for the game being run, we'll need to discuss if people want "Actually playing in Pokemon world" (Pokemon are the only monsters, all of its memes and assumptions), "A rare few Pokemasters (or similar) in D&D land" (you'll have a rare technology/magic that others will want, and all the creatures out there will want to actually kill you until captured and traind), or the half-and-half thing where you can capture an Imp and evolve it into a Cornugon, but l;bnvjkl;n,bjhkoj (yes, I rolled my fist over the keyboard for the name) has Mind Flayer Pokemasters who have adapted their own special Pokeballs to capture Drow and Humans and such, and you need to free the slaves... via POKEBATTLE.
*Swoosh*
*wobble*
*wobble*
*wobble*
*click*
CONGRATULATIONS! OLDBRAIN HAS BEEN CAPTURED!
(My favourite option is the third, but nobody died and made me queen, so I'm open to player opinions)

> 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 » Fri Aug 24, 2012 5:14 am

THE BURST TRAINER
"Charizard, we choose us!"
Very rarely, a Pokemon Master has a special ability - a power that allows them to fuse with the Pokemon that is closest to them and feels most special to them. This is feared by some, and admired by others, but either way, it adds a new angle to Pokemon Battles.
Requirements:
Class Feature: Control Pokemon
Skills: Handle Animal 8 ranks
Hit Die: d8
Skill Points: 4+Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Escape Artist, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Sense Motive, Spot, Tumble, Use Rope

Level | BAB | Fort | Ref | Will | Special
1 | +0 | +2 | +0 | +0 | Caster Level, ReBurst!
2 | +1 | +3 | +0 | +0 | Skill Fusion
3 | +2 | +3 | +1 | +1 | Feat Fusion
4 | +3 | +4 | +1 | +1 | Extraordinary Fusion
5 | +3 | +4 | +1 | +1 | Craft Net Ball
6 | +4 | +5 | +2 | +2 | Supernatural Fusion
7 | +5 | +5 | +2 | +2 | Spell-Like Fusion
8 | +6 | +6 | +2 | +2 | Craft Luxury Ball
9 | +6 | +6 | +3 | +3 | Perfect ReBurst!
10 | +7 | +7 | +3 | +3 | Craft Dusk Ball

Caster Level: any Caster Level you have continues to increase. For the maximum level of a Controlled Pokemon and for your total, increase the level by your level in ReBurst Trainer - so only one can continue to keep levelling as you do.
ReBurst! (Su): at first level, the Burst Trainer gains the ability to bond with a special Pokemon he controls. He must spend 4 hours meditating and bonding with it, at which point the Pokeball fuses into his soul. He may at any point use a Standard Action to combine with his Pokemon - whether it's out in battle or still housed within. If he is knocked unconscious or killed, the effect ends (and both suffer from the affliction), but he can also end it on his own with a Swift Action. While fused, he gains the Pokemon Types and any Subtypes the Pokemon has, and uses its Ability Scores instead of his own where they are better than his. He also uses its Natural Armour, and gains its Natural Weapons.
By spending an hour meditating, he can break the connection - the Pokeball emerges again and he may fuse with another.
Skill Fusion (Ex): starting at second level, the transformed Burst Trainer may use the Skill Totals of his Pokemon where they would be better than his own, and also benefits from any [Skill] Feat or modification to skills it possesses (such as being able to take 10 on skills in unusual circumstances or using a different ability score or having a Racial Bonus). He also gains all Movement modes of the Pokemon.
Feat Fusion (Ex): at third level, the Burst Trainer gains the ability to share feats with his Pokemon: he is treated as having any Feat that it has when he is transformed, even if he normally would not qualify for it.
Extraordinary Fusion (Ex): starting at level four, the transformed Burst Trainer gains all Extraordinary Abilities of his fused Pokemon - both Attacks and Qualities.
Craft Net Ball (Ex): at level five, the Burst Trainer learns how to craft Net Balls. These are like Great Balls, except they actually look like berries (a Spot check (DC = Caster Level + 10) reveals them to be Pokeballs) and can be left lying around like mines. Any wild Pokemon that steps within 5' is instantly targeted by it as it bursts open and engulfs them. If it fails, it breaks and becomes useless.
Supernatural Fusion (Su): starting at level six, the transformed Burst Trainer gains all Supernatural Abilities of his fused Pokemon - both Attacks and Qualities.
Spell-Like Fusion (Sp): starting at level seven, the transformed Burst Trainer gains all Spell-Like Abilities of his fused Pokemon - retaining any limitations (such as uses per day).
Craft Luxury Ball (Ex): the eighth-level Burst Trainer gains the ability to craft Luxury Balls. These are the ultimate in comfort, and by using Diplomacy to coax a wild Pokemon into being Friendly or Helpful, you can convince it to automatically fail its save and just be captured. Otherwise they are treated as Great Balls. Any Pokemon caught in one of these only requires 10 minutes to fuse with - though the Burst Trainer can still only fuse with one at a time.
Mystic Fusion (Su): at level nine, the transformed Burst Trainer can actually use any Spellcasting (or similar - such as Psionics or Weeaboo Fightan Magic or whatever) that his fused Pokemon has. All limits and such remain - he still uses its Caster Level and so on, rather than mapping it to his own hit dice.
Craft Dusk Ball (Ex): at level ten, the Burst Trainer learns how to craft Dusk Balls - the most powerful of Pokeballs aside from Master Balls. In sunlight, they are treated as regular Pokeballs, but if under enough shade to provide no discomfort to Light-Sensitive creatures it is treated as a Great Ball. If inside a cave or underground such that it's dark or used at night, it's treated as an Ultra Ball. If used at night when there is no moon or other lighting, or on a perpetually dark plane, or in an Utterdark effect, it is treated as a Master Ball.
Last edited by Koumei on Sat Aug 25, 2012 11:18 am, edited 1 time in total.

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Post by Koumei » Sat Aug 25, 2012 12:48 pm

Snivy
Small Plant
10 16 14 5 13 9
1d8+2 (6)
Initiative +7
Speed: 30'
BAB/Grab: +0/-4
Attack: Vine Whip +4 (1d4)
Reach: 10'
AC: 16 (+1 Size +3 Dex +2 Natural)
flat 13 touch 14
F +4 R +3 W +1
Feats: Improved Initiative, Weapon Finesse (Bonus)
Skills: Climb +7 (Snivy uses Dexterity for Climb checks, not Strength)
Special Attacks: Vine Whip, Improved Grab, Constrict, Grass Knot
Special Qualities: Grass Pokemon Traits, Growth, Contrary
Advancement: 2-3 HD (Small), 4-5 HD (Medium), Evolves into Servine at 6 HD
Vine Whip (Ex): this natural weapon is a [Grass] effect and reaches to 5 and 10 feet.
Improved Grab (Ex): when Snivy hits with a Vine Whip, it may attempt to Grapple the foe as a Free Action without provoking an Attack of Opportunity.
Constrict (Ex): With an Attack Action, Snivy may Constrict a grappled foe, automatically hitting for 1d4 damage. This is a [Grass] effect.
Grass Knot (Ex): When Snivy tries to Trip a foe, it uses Dexterity instead of Strength, and can choose to reverse all Size Bonuses and Penalties on both sides.
Growth (Su): Once per hour, Snivy may undergo a Growth Surge, becoming a Medium creature. This grants +4 Strength, +2 Constitution and -2 Dexterity. Vine Whip and Constrict change to 1d6 plus one and a half times its Strength Bonus. This is a [Grass] effect. These effects only last for five rounds. In a Tough Contest, using Growth grants your next ability (providing it isn't Growth) a +4 bonus.
Contrary (Ex): Any time Snivy would take a Penalty or Ability Damage or Drain from anything, it gives it the finger and instead takes that amount as an Enhancement Bonus, although the bonus only lasts for its next turn. Note that changing size or shape doesn't actually cause a penalty or ability damage, it simply changes the ability scores, so that is unaffected.
Note: if using Tome Feats, replace Improved Initiative with Danger Sense.
---
Servine
Medium Plant
14 20 16 7 17 11
6d8+18 (45)
Initiative +9
Speed: 40'
BAB/Grab: +4/+6
Attack: Vine Whip +6 (1d6+3)
Reach: 15'
AC: 19 (+5 Dex +4 Natural)
flat 14 touch 15
F +8 R +10 W +5
Feats: Improved Initiative, Lightning Reflexes, Dodge, Weapon Finesse (Bonus)
Skills: Climb +14 (Servine uses Dexterity for Climb checks, not Strength)
Special Attacks: Vine Whip, Improved Grab, Constrict, Leech Seed, Mega Drain, Grass Knot
Special Qualities: Grass Pokemon Traits, Growth, Contrary, Coil
Advancement: 7-8 HD (Medium), 9-10 HD (Large), Evolves into Serperior at 11 HD
Leech Seed (Ex): once per hour, Servine can spit a seed out at a foe up to 30' away with a Ranged Touch Attack as a Standard Action. If this hits, the foe is seeded, and loses 1d6 HP (ignoring all Damage Reduction) each round, healing an equal amount of damage suffered by Servine. The damage continues for one minute or until the target is slain, or until a Heal Check can be made to remove the seed (DC 10 + Servine's Hit Dice + Servine's Charisma Bonus). The healing continues until the damage ends, Servine is slain or they are more than 150 feet apart. The sample Servine has a Heal DC of 16. This is a [Grass] effect.
Vine Whip (Ex): this natural weapon is a [Grass] effect and reaches to 5, 10 and 15 feet.
Improved Grab (Ex): when Servine hits with a Vine Whip, it may attempt to Grapple the foe as a Free Action without provoking an Attack of Opportunity.
Constrict (Ex): With an Attack Action, Servine may Constrict a grappled foe, automatically hitting for 1d6+3 damage. This is a [Grass] effect.
Grass Knot (Ex): When Servine tries to Trip a foe, it uses Dexterity instead of Strength, and can choose to reverse all Size Bonuses and Penalties on both sides.
Growth (Su): Once per hour, Servine may undergo a Growth Surge, becoming a Large creature. This grants +8 Strength, +4 Constitution and -4 Dexterity. Vine Whip and Constrict change to 1d8 plus one and a half times its Strength Bonus. This is a [Grass] effect. These effects only last for five rounds. In a Tough Contest, using Growth grants your next ability (providing it isn't Growth) a +4 bonus.
Contrary (Ex): Any time Servine would take a Penalty or Ability Damage or Drain from anything, it gives it the finger and instead takes that amount as an Enhancement Bonus, although the bonus only lasts for its next turn. Note that changing size or shape doesn't actually cause a penalty or ability damage, it simply changes the ability scores, so that is unaffected.
Mega Drain (Sp): Once per hour, Servine may cast Vampiric Touch as a [Grass] effect. In a Contest, this will steal a point from the previous contestant in the same Round if they roll lower than Servine.
Coil (Ex): With a Standard Action, Servine may tightly coil itself, increasing its abilities. Its Natural Armour bonus increases by +4 as a result of being better protected, and it is able to spring out to attack more readily, gaining a +4 Enhancement Bonus to Strength and Dexterity. The benefits only last for three rounds.
Note: if using Tome Feats, replace Improved Initiative with Danger Sense and Dodge with Elusive Target.
---
Serperior
Large Plant
18 30 18 9 19 15
11d8+55 (105)
Initiative +14
Speed: 50'
BAB/Grab: +8/+16
Attack: Vine Whip +17 (1d8+6)
Reach: 20'
AC: 16 (+1 Size +3 Dex +2 Natural)
flat 13 touch 14
F +11 R +16 W +7
Feats: Improved Initiative, Dodge, Lightning Reflexes, Improved Toughness, Weapon Finesse (Bonus)
Skills: Climb +24 (Serperior uses Dexterity for Climb checks, not Strength)
Special Attacks: Vine Whip, Improved Grab, Constrict, Leech Seed, Mega Drain, Grass Knot, Grass Pledge
Special Qualities: Grass Pokemon Traits, Growth, Contrary, Coil
Advancement: 12-14 HD (Large), 15-18 HD (Huge), 19+ HD (Gargantuan)
Leech Seed (Ex): once per hour, Serperior can spit a seed out at a foe up to 30' away with a Ranged Touch Attack as a Standard Action. If this hits, the foe is seeded, and loses 1d6 HP (ignoring all Damage Reduction) each round, healing an equal amount of damage suffered by Serperior. The damage continues for one minute or until the target is slain, or until a Heal Check can be made to remove the seed (DC 10 + Serperior's Hit Dice + Serperior's Charisma Bonus). The healing continues until the damage ends, Serperior is slain or they are more than 150 feet apart. The sample Serperior has a Heal DC of 23. This is a [Grass] effect.
Vine Whip (Ex): this natural weapon is a [Grass] effect and reaches to 5, 10, 15 and 20 feet.
Improved Grab (Ex): when Serperior hits with a Vine Whip, it may attempt to Grapple the foe as a Free Action without provoking an Attack of Opportunity.
Constrict (Ex): With an Attack Action, Serperior may Constrict a grappled foe, automatically hitting for 1d8+6 damage. This is a [Grass] effect.
Grass Knot (Ex): When Serperior tries to Trip a foe, it uses Dexterity instead of Strength, and can choose to reverse all Size Bonuses and Penalties on both sides.
Growth (Su): Once per hour, Serperior may undergo a Growth Surge, becoming a Large creature. This grants +8 Strength, +4 Constitution and -4 Dexterity. Vine Whip and Constrict change to 1d8 plus one and a half times its Strength Bonus. This is a [Grass] effect. These effects only last for five rounds. In a Tough Contest, using Growth grants your next ability (providing it isn't Growth) a +4 bonus.
Contrary (Ex): Any time Serperior would take a Penalty or Ability Damage or Drain from anything, it gives it the finger and instead takes that amount as an Enhancement Bonus, although the bonus only lasts for its next turn. Note that changing size or shape doesn't actually cause a penalty or ability damage, it simply changes the ability scores, so that is unaffected.
Mega Drain (Sp): Once per hour, Serperior may cast Vampiric Touch as a [Grass] effect. In a Contest, this will steal a point from the previous contestant in the same Round if they roll lower than Servine.
Coil (Ex): With a Standard Action, Serperior may tightly coil itself, increasing its abilities. Its Natural Armour bonus increases by +4 as a result of being better protected, and it is able to spring out to attack more readily, gaining a +4 Enhancement Bonus to Strength and Dexterity. The benefits only last for three rounds.
Grass Pledge (Su): Once per 3 rounds, Serperior 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. The sample Serperior deals 11d6 damage with a Save DC of 17.
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.
Additional Hit Dice:
Every Hit Die, increase Dexterity by +1.
At 12 Hit Dice, it learns Gastro Acid (Ex): With a Move-Equivalent Action, Serperior can vomit acid up onto an adjacent foe with a Ranged Touch Attack. This suppresses all of their Damage Reduction, Hardness, Energy Resistances and Spell Resistance for the next three rounds. This is a [Poison] effect.
At 14 Hit Dice, it learns Wring Out (Ex): with a Full Round Action, it may attempt to constrict and squeeze the life out of a grappled foe. It automatically hits twice with its Vine Whip, having an Enhancement Bonus to damage of 1 per 3 Hit Dice (round up). If the target has more than half their HP remaining, each hit deals 2d6 additional non-lethal damage. This is a [Grass] effect.
At 16 Hit Dice, it learns Leaf Storm (Su): once per hour, it may make a single attack with a Magical Leaf (1d3 base damage, Critical 19-20, and it has an Enhancement Bonus to Attack and Damage rolls equal to one third its Hit Dice - round up), as a Ranged Attack, against all in a 30' radius Spread (centred on, but not including, itself). If a Critical Threat is rolled, just add +3 to the total. For every point this roll exceeds a target's Armour Class, they are hit by one Magical Leaf - so if it rolled 45 and one foe in the area had an Armour Class of 40 whereas the other had an Armour Class of 25, the first would take 5 hits (each at 1d3 plus the Enhancement Bonus), the other would take 20 hits (each at 1d3 plus the Enhancement Bonus). This is a [Grass] effect.
At 18 Hit Dice, it learns Frenzy Plant (Ex): as long as it is not Fatigued or Exhausted, it may unleash a number of Vine Whips 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.
Note: if using Tome Feats, replace Improved Initiative with Danger Sense, Dodge with Elusive Target and Improved Toughness with Great Fortitude.
Last edited by Koumei on Tue Aug 28, 2012 7:49 am, edited 1 time in total.

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

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Post by Koumei » Sun Aug 26, 2012 9:58 am

Tepig
Tiny Magical Beast [Fire]
14 12 15 3 10 11
1d10+2 (7)
Initiative +1
Speed: 20'
BAB/Grab: +1/-5
Attack: Slam +6 (1d4+3)
AC: 14 (+2 Size +1 Dexterity +1 Natural)
flat 13 touch 13
F +4 R +3 W +0
Feats: Weapon Focus (Slam)
Skills: Jump +6
Special Attacks: Flame Charge, Ember
Special Qualities: Fire Pokemon Traits, Scent
Advancement: 2-3 HD (Tiny), 4-5 HD (Small), Evolves into Pignite at 6 HD
Flame Charge (Ex): When making a Charge attack, Tepig may deal 1d3 Fire damage per 2 Hit Dice (round down, minimum 1d3), and it may follow up by moving 20' with a Swift Action, not provoking an Attack of Opportunity from the target. This is a [Fire] effect. The sample Tepig would charge at +8 to hit, 1d4+3 plus 1d3 Fire. In a Contest, if Tepig uses this and wins a point, then it automatically goes first next Round (rolling off between multiple "always goes first" pokemon).
Ember (Su): Tepig has a very minor breath weapon; it can breathe fire. A Tepig's ember attack strikes in a 20' line and deals d6 + HD + Cha mod in Fire damage. Creatures in the area may halve the damage on a successful reflex save (Charisma-based). Tepig may not use Ember for 1d4+1 rounds after having used it. The Sample Tepig's Ember attack inflicts 1d6+1 Fire damage with a save DC of 10. This is a [Fire] effect.
Note: if using Tome Feats, replace Weapon Focus with Combat School.
---
Pignite
Medium Magical Beast [Fire]
22 10 17 5 10 15
6d10+18 (51)
Initiative +4
Speed: 30'
BAB/Grab: +6/+12
Attack: 2 Slams +13 (1d8+8)
AC: 16 (+6 Natural)
flat 16 touch 10
F +8 R +5 W +2
Feats: Weapon Focus (Slam), Weapon Specialisation (Slam), Improved Initiative
Skills: Jump +15
Special Attacks: Flame Charge, Ember, Arm Thrust, Smog, Heat Crash, Fighting Style
Special Qualities: Fire Pokemon Traits, Fighting Pokemon Traits, Scent, Leap of Heavens
Advancement: 7-8 HD (Medium), 9-10 HD (Large), Evolves into Emboar at 11 HD
Flame Charge (Ex): When making a Charge attack, Pignite may deal 1d6 Fire damage per 2 Hit Dice (round down), and it may follow up by moving 20' with a Swift Action, not provoking an Attack of Opportunity from the target. This is a [Fire] effect. The sample Pignite would charge at +15 to hit, 1d8+8 plus 3d6 Fire. In a Contest, if Pignite uses this and wins a point, then it automatically goes first next Round (rolling off between multiple "always goes first" pokemon).
Ember (Su): Pignite has a very minor breath weapon; it can breathe fire. A Pignite's ember attack strikes in a 20' line and deals d6 + HD + Cha mod in Fire damage. Creatures in the area may halve the damage on a successful Reflex save (Charisma-based). Pignite may not use Ember for 1d4+1 rounds after having used it. The Sample Pignite's Ember attack inflicts 1d6+8 Fire damage with a save DC of 15. This is a [Fire] effect.
Arm Thrust (Ex): Pignite's slams are [Fighting] effects. They are affected by its Fighting Style/s, and it may elect to shove an enemy 5' away - or 10' on a Critical Hit - every time it hits them.
Smog (Su): Pignite is surrounded by a cloud of toxic smog. It has a 10% Miss Chance against attacks made from further away than 10 feet, and adjacent foes must pass a Fortitude Save (Constitution-based) at the start of each of their turns or be Nauseated until their next turn. The sample Pignite has a Save DC of 16. This is a [Poison] effect.
Heat Crash (Ex): Pignite may attempt to crush foes underneath it: it targets an area equal in size to its Space, starting adjacent to it, and all in the area must pass a Reflex Save (Strength-based) or be knocked Prone, Pinned and suffer Slam damage. They also suffer 2d6 Fire damage, +2d6 for every size category smaller than Pignite they are (so a Tiny creature would suffer +6d6 Fire damage from the sample Pignite). The sample Pignite has a Save DC of 19. Whether or not enemies are affected, Pignite ends Prone as well. This is a [Fire] effect. If used in a Contest, it must attempt a Break attempt against the wooden stage. If successful, the Contest immediately ends - but not before Pignite's actual Skill check and potential points.
Fighting Style (Ex): Pignite has a single Fighting Style, as though it has levels in Monk (Dungeonomicon). This is a [Fighting] effect.
Leap of Heavens (Su): Pignite halves all Jump DCs, and its Jump height and distance is not limited by its own height. This is a [Flying] effect.
Note: if using Tome Feats, replace Weapon Focus with Combat School, Weapon Specialisation with Mage Hunter and Improved Initiative with Danger Sense.
---
Emboar
Large Magical Beast [Fire]
36 8 21 9 12 19
11d10+55 (115)
Initiative +3
Speed: 40'
BAB/Grab: +11/+28
Attack: 2 Slams +24 (2d6+15, 19-20/x2)
AC: 20 (-1 Size -1 Dexterity +12 Natural)
flat 20 touch 8
F +12 R +6 W +4
Feats: Weapon Focus (Slam), Weapon Specialisation (Slam), Improved Initiative, Improved Critical (Slam)
Skills: Jump +27
Special Attacks: Flame Charge, Fire Pledge, Arm Thrust, Smog, Heat Crash, Fighting Styles, Takedown, Hammer Arm
Special Qualities: Fire Pokemon Traits, Fighting Pokemon Traits, Scent, Leap of Heavens
Advancement: 12-13 HD (Large), 14-16 HD (Huge), 17-19 HD (Gargantuan), 20+ HD (Colossal)
Flame Charge (Ex): When making a Charge attack, Emboar may deal 1d6 Fire damage per 2 Hit Dice (round down), and it may follow up by moving 20' with a Swift Action, not provoking an Attack of Opportunity from the target. This is a [Fire] effect. The sample Emboar would charge at +26 to hit, 2d6+15 plus 5d6 Fire. In a Contest, if Emboar uses this and wins a point, then it automatically goes first next Round (rolling off between multiple "always goes first" pokemon).
Takedown (Ex): Any time it delivers its Slam, Emboar may elect to make it a Critical Hit, however it takes damage equal to half the damage it deals to the opponent. This is a [Normal] effect.
Hammer Arm (Ex): By focusing, Emboar can strike out with an extra powerful slam that shatters rocks. And faces. This attack is a Full Round Action, and is a Slam that, if it connects, ignores all Damage Reduction and Regeneration. The foe must also pass a Fortitude Save (Strength-based) or be Stunned for 1 round. The sample Emboar has a Save DC of 28. This is a [Fighting] effect.
Fire Pledge (Su): Once per 3 rounds, Emboar 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. The sample Emboar deals 5d6 damage with a Save DC of 19.
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.
Arm Thrust (Ex): Emboar's slams are [Fighting] effects. They are affected by its Fighting Styles, and it may elect to shove an enemy 10' away - or 20' on a Critical Hit - every time it hits them.
Smog (Su): Emboar is surrounded by a cloud of toxic smog. It has a 10% Miss Chance against attacks made from further away than 10 feet, and adjacent foes must pass a Fortitude Save (Constitution-based) at the start of each of their turns or be Nauseated until their next turn. The sample Emboar has a Save DC of 20. This is a [Poison] effect.
Heat Crash (Ex): Emboar may attempt to crush foes underneath it: it targets an area equal in size to its Space, starting adjacent to it, and all in the area must pass a Reflex Save (Strength-based) or be knocked Prone, Pinned and suffer Slam damage. They also suffer 2d6 Fire damage, +2d6 for every size category smaller than Emboar they are (so a Tiny creature would suffer +8d6 Fire damage from the sample Emboar). The sample Emboar has a Save DC of 28. Whether or not enemies are affected, Emboar ends Prone as well. This is a [Fire] effect. If used in a Contest, it must attempt a Break attempt against the wooden stage. If successful, the Contest immediately ends - but not before Emboar's actual Skill check and potential points.
Fighting Styles (Ex): Emboar has a Fighting Style and a Master Fighting Style, as though it has levels in Monk (Dungeonomicon). These are all [Fighting] effects.
Leap of Heavens (Su): Emboar halves all Jump DCs, and its Jump height and distance is not limited by its own height. This is a [Flying] effect.
Additional Hit Dice:
Every Hit Die, Strength increases by +1
At 12 HD it learns Flamethrower (Su): this attack strikes in a 40' Line or 20' Cone and deals 1d6 Fire damage per HD (maximum 20d6); 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). Emboar may not use Flamethrower for 1d4+1 rounds after having used it. This is a [Fire] effect.
At 14 HD it learns Head Smash (Ex): it gains a secondary Headbutt attack that deals 2d6 damage for a Huge creature, plus one and a half times its Strength bonus. It has a x3 Critical Multiplier, but half of any damage it deals is returned to Emboar as Recoil damage. This is a [Rock] effect, and not affected by Fighting Styles.
At 16 HD it learns Flare Blitz (Su): With a Swift action, it may cast fire shield. It may then dispel the effect by making a Slam, dealing 1d6 extra Fire damage per HD and delivering a Burn to the target. One quarter of the damage (round down) is delivered as Recoil to Emboar. This may be cast once per 5 rounds. It is a [Fire] effect.
At 18 HD it learns Blast Burn (Su): With a Full Round Action, it 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 Emboar is neither Fatigued nor Exhausted, and using it Fatigues Emboar. This is a [Fire] effect.
At 20 HD it gains a Grand Master Fighting Style. This is a [Fighting] effect.
Note: if using Tome Feats, replace Weapon Focus with Combat School, Weapon Specialisation with Mage Hunter, Improved Initiative with Danger Sense and Improved Critical with Insightful Strike.
Last edited by Koumei on Tue Aug 28, 2012 7:32 am, edited 1 time in total.

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

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Post by Prak » Sun Aug 26, 2012 10:53 am

Since I'd kind of like to play a warlock (ok, I always want to play a warlock...), figured I'd throw this up, see what people (namely the future MC) think.
Diabolic Pokemaniac: Alternate Warlock Feature
1st Level: You gain a Pokemon. The maximum level is the same as for a Pokemaster, but the Maximum Total Level is linear, equal to your class. You also gain Train Pokemon. As a consequence, your Eldritch Blast does a number of d6s equal to your level minus two, minimum 1d6.
2nd Level: Your fiendish similarities also make you similar to pokemon (well, and your propensity for firing gallons of water/streams of firing/storms of hail/flurries of razor sharp leaves from nowhere). You may also take [Monstrous] feats you otherwise qualify for.
A pokewarlock should gain something in place of Call Fiend as well, but I'm not sure what. Unless they gain normal pokemon control instead, and every pokewarlock is in fact level 4 or higher.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.

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

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

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Post by Koumei » Sun Aug 26, 2012 11:11 am

I assume you mean Ceilingcat's Spherelock, yeah?
For level 4, maybe change it to the ability to summon a [Dark] Pokemon with the same restrictions. So effectively they own two Pokemon (and tend to have both out at once).
And yeah, if it's "D&D Monsters exist in this", then most fiends happen to be [Dark] type anyway because [Dark] is evil in Pokeland.
I'd also state that Eldritch Blast is a [Fire] effect, and have Dark Blast not alter the damage but just change it to a [Dark] effect when used that way. Replace Hellfire Blast with either Increased Awareness (so you can have clever Pokeymans like everyone else) or "Hellfire Blast: anyone hit must pass a Fort Save or suffer a Burn".
Then on any level where you get a Sphere, you can choose for your Pokemon to have one instead.
---
You may have noted that amongst the 800 new Feats, there are some relating to Contests. I'm going to state for the record that I like Contests. I'll do a basic system for them, but it's going to be like a Skill Challenge system that actually works.
Move Tutor will totally be added as a Prestige Class at some point. And the TM/feat thing might be re-fit into actual movelists that are available. Probably, in fact.

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

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Post by Prak » Sun Aug 26, 2012 11:22 am

That could indeed work well.
I took a quick look over the feats when they were first up, but I'm guessing you added the contest feats when you added more ACFs. I'll take another look, because while I hate the contest system in the games, the idea itself is kind of cool.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.

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

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

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Post by Koumei » Sun Aug 26, 2012 11:53 am

Basically it will consist of 4 "Turns". In each turn:
[*]Everyone rolls 1d20 (unmodified) for turn order (Initiative, if you will)
[*]In order, they declare+use an Ability/Attack and a Skill (the Skill has to be one covered by the Contest type)
[*]There is an arbitrary DC to meet, and if you use the same Ability or Skill twice in a row, you take a penalty. Hit the DC and you get a point. Beat it by 10+ and you get another point.
[*]Some people will have the ability to add more to this and fuck with people.
[*]Tally up the results.
At the end of the last turn, if one person places first, then they win. If there is a tie, you eliminate everyone who isn't tied for first and have Turn 5 (and so on).
As for the DC, it'll be something basic like "Basic ____ Contest: DC 12, Expert ____ Contest: DC 15, Super ____ Contest: DC 20, Perfect ____ Contest: DC 25" or something. Possibly with +1 DC per round, and possibly with "if anyone overshoots and gets the 2 points, next turn's DC increases by a few points because clearly you're that good".
Prizes will include money, ribbons, special Held Items, TMs and so on.
So, note to self:
[*]Flesh that out properly
[*]Oshawat etc.
[*]A few other PrCls
[*]Some notes on updates to older Pokemon to bring them in line with the "lots of options and new moves and stuff" of the ones I did
[*]Movelists for TMs/Extraordinary Training
[*]List D&D Monsters and Types and Evolutions and all that
Edit: ahem...
Last edited by Koumei on Sun Aug 26, 2012 11:56 am, edited 1 time in total.

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Post by Koumei » Mon Aug 27, 2012 5:40 am

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

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Post by Koumei » Mon Aug 27, 2012 10:06 am

So when I was searching for the thread that had the D&D monsters == Pokemon, I noticed there are a lot of Pokemon-related things on the Den. And only some of those are my fault.
But one that was actually "in D&D" and not "a new game" did raise some points that I'm wondering about - things that wouldn't be too tricky to implement rather than having the massive "It deals 14 damage. Oh wait, you're Dark/Steel, so actually it deals 56 damage. So for your level 4 dude, what's 30 minus 56? trollface.bmp" issue (or indeed the "It deals 14, wait, no, it deals 3 damage. Save for half >:( Goddamn Flying Psychics" issue)
[*]Reducing the number of damage types rather than using the Pokemon one - so Grass attacks typically deal Poison or Physical damage, with Solar Beam, dealing Fire damage, and Normal, Fighting, Rock, Ground, Steel and Dark are usually "Physical" (with Hyper Beam being the same type as most Psychic attacks) and so on.
[*]The Super/Not Very Effective thing only goes up to one level (so Fire does double to Bug, double to Ice, and still just double to Ice Bug)
[*]Instead of affecting damage, just have it be a modifier (+/-4 per degree of effectiveness) to the attack roll or save
Thoughts on implementing any of these?
---
Sableye
Tiny Aberration [Incorporeal]
13 10 12 11 10 13
4d8+4 (22)
Initiative +0
Speed: 20'
BAB/Grab: +3/-4
Attack: Incorporeal Touch +7 (1d2+3 Negative Energy)
AC: 13 (+2 Size +1 Deflection)
flat 13 touch 13
F +2 R +4 W +4
Feats: Skill Focus: Intimidate, Lightning Reflexes
Skills: Intimidate +11, Move Silently +7
Special Attacks: Astonish, Nightshade, Spell-Like Abilities
Special Qualities: Dark Pokemon Traits, Ghost Pokemon Traits, Naturally Invisible
Advancement: 5+ HD (Tiny)
Astonish (Ex): At any point, Sableye may attempt to Intimidate those who are unaware of its presence. It makes a Demoralise attempt, and any who would be affected are Stunned for 1 round and take non-lethal damage equal to Sableye's Charisma Bonus. This is a [Dark] effect. In a Contest, if Sableye uses this and acts first in the round, then as long as it earns a point, it shocks everyone so much that the DC increases by +3 for everyone else for the round.
Nightshade (Su): Sableye's Touch Attack is a [Ghost] effect. The damage is 1d2 + half its Hit Dice, and it has an Enhancement Bonus to Attack and Damage rolls equal to its Charisma Bonus.
Spell-Like Abilities (Sp): at will - Darkness; 1/hour - Utterdark. These are [Dark] effects.
Naturally Invisible (Ex): Sableye is not a naturally visible creature. Only creatures with True Seeing or the ability to See the Invisible can actually see it.
Additional Hit Dice:
Every 2 Hit Dice, increase Strength, Intelligence or Charisma by +1.
At 6 Hit Dice, it learns Knock-Off (Ex): any time it hits a foe with its Touch Attack, the foe must pass a Reflex Save (Strength-Based) or drop whatever they are holding. This is a [Dark] effect.
At 8 Hit Dice, it learns Shadow Sneak (Ex): it may make a 5' Step and Touch Attack as an Immediate Action. In a Contest it goes first if it uses this ability (roll off for multiple "automatically goes first" cases).
At 10 Hit Dice, it learns Punishment (Su): as a [Dark] effect, it may make its Touch Attack against a foe, and if they have any ongoing magic effects on them, it deals an additional 1d6 damage per Caster Level of the highest-CL effect on them. In a Contest, if this is used then anyone in the same round who tries some kind of dirty trick but rolls lower finds it backfiring, and loses a point.
At 12 Hit Dice, it gains a second Touch Attack, they both deal 1 Strength Damage on a successful hit, and have a Threat Range of 18-20.
At 14 Hit Dice it gains additional Spell-Like Abilities: at will - Slashing Darkness, Hungry Darkness (Warlock Invocation); 1/day - Hail of Crystals (Metacreativity Power, Augmented up to its Hit Dice). The former are [Ghost] effects and Hail of Crystals is a [Rock] effect.
At 16 Hit Dice it learns more Spell-Like Abilities: at will - Confusion; 1/hour - Mass Confusion, Insanity. These are [Psychic] effects.
At 18 Hit Dice it learns Foul Play (Su): once per opponent per day, it may use an Immediate Action to make an opposed 1d20+HD+Int check against a foe who is using an attack. If it beats the opponent, they fall for its trick and unleash the attack, spell or effect against themselves, resolving it as normal as though they were the original target. This is a [Dark] effect, although the redirected attack has whatever descriptors it normally has. In a Smart Contest, if this is used, whoever goes next must beat its roll, otherwise they fall flat on their face and lose one point.
At 20 Hit Dice it may cast Wail of the Banshee once per day as a Spell-Like Ability. This is a [Ghost] effect.
Note: if using Tome Feats, replace Skill Focus with Dreadful Demeanour
Last edited by Koumei on Tue Aug 28, 2012 7:34 am, edited 2 times in total.

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Post by ...You Lost Me » Mon Aug 27, 2012 8:33 pm

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

> 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.

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Post by Koumei » Tue Aug 28, 2012 12:33 am

That's fine - and honestly, if we're calling it a Pokemon game, it's pretty easy to convert any other source of damage into a Pokemon one so it's not a big deal.
An added benefit of affecting accuracy and not damage (granted, if it's a natural weapon attack you can totally Power Attack that into more damage) is it affects non-damaging abilities as well. Maybe have a small damage modifier of +/- 1 per HD (if Super Effective, that's per HD of the attacker, if Not Very Effective, that's per HD of the receiver), or maybe not.

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Post by Koumei » Tue Aug 28, 2012 2:20 am

Pokemon Contests
For Pokemon Contests, after registration and everything, the contestants (usually around 4) all gather before the judges. The contest will be in one of the following categories: Beauty, Cool, Cute, Smart, Tough
There are four rounds in a Pokemon Contest. At the beginning of each round, the Turn Order is decided: everyone rolls 1d20 with no modifiers - tied results re-roll. This can then be affected by special abilities.
When it is your turn, you declare what you are doing - you have to utilise one of your abilities and make a Skill check. The ability is basically anything on your sheet that has a Descriptor and can be used - whether it's an attack, a spell-like ability, or curling up defensively. The Skill must be one that is being judged in the contest.
Beauty: Craft (any), Diplomacy, Perform, Ride, Spellcraft, Swim
Cool: Bluff, Escape Artist, Forgery, Jump, Sleight of Hand, Use Magic Device
Cute: Balance, Disguise, Handle Animal, Hide, Move Silently, Tumble
Smart: Appraise, Decipher Script, Gather Information, Knowledge (Any), Profession (Any), Search
Tough: Climb, Concentration, Disable Device, Intimidate, Survival, Use Rope
Different Abilities work better for different Contests:

Move Type | Beauty | Cool | Cute | Smart | Tough
Normal | +0 | -2 | +2 | +0 | +2
Fighting | +0 | +2 | -2 | +0 | +2
Dark | +0 | +2 | +0 | +2 | -2
Ghost | +2 | +2 | -2 | +0 | +0
Psychic | +0 | +2 | +0 | +2 | -2
Bug | +0 | +2 | +2 | -2 | +0
Poison | -2 | +0 | +0 | +2 | +2
Steel | +0 | -2 | +0 | +2 | +2
Fire | +2 | +2 | +0 | -2 | +0
Water | +0 | -2 | +2 | +2 | +0
Ice | +2 | +2 | +0 | +0 | -2
Grass | +2 | -2 | +2 | +0 | +0
Electric | +0 | +2 | +0 | +2 | -2
Dragon | +0 | +2 | +0 | -2 | +2
Flying | +2 | +0 | +0 | +2 | -2
Ground | +0 | -2 | +2 | +0 | +2
Rock | +2 | +0 | -2 | +0 | +2

If you use the same ability that you used last turn, your Skill check takes a -3 penalty. If you use the same Skill as last turn, it takes a -3 penalty. These both stack.
The DC to meet depends on the "level" of contest and the Round number:

Contest Level | Round 1 DC | Round 2 DC | Round 3 DC | Round 4 DC
Normal | 12 | 13 | 14 | 15
Expert | 15 | 16 | 17 | 18
Super | 20 | 21 | 22 | 23
Perfect | 30 | 31 | 32 | 33

If you reach or exceed the DC with your check, you gain one point. If you manage to beat it by 10 or more (so for a DC of 12, you roll 22 or more) you win a second point but you raise everyone's expectations: the DC (for everyone) increases by +3 for the rest of the Round, and for all of next Round.
This is the basic format - there are Feats and abilities that let people affect this in different ways.
At the end of Turn 4, tally up the scores. If there is a clear winner, the Contest ends and they win. If there is a tie for first place, eliminate the others and then have a fifth Round (same DC as Round 4). Keep going as necessary until there is a winner.
The prize for first place always depends on the location, level of the contest and what day of the week it is. Typically though, there's a cash prize as well as a special item - a held item that can boost stats, a TM, or who knows what? Indeed, as a way of encouraging people to climb up the ranks from one to the next, the ribbons actually make you better at what you just won an award for:
Normal Ribbon: +1 to the Skills of that Contest Type
Expert Ribbon: +2 to the Skills of that Contest Type
Super Ribbon: +4 to the Skills of that Contest Type
Perfect Ribbon: ??? (You'll need to find out!)

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Post by Koumei » Wed Aug 29, 2012 7:46 am

Okay, so I was making a database to store the moves in (so we don't have like seven different types of Shadow Ball), then to link them to movelists (using the old project), and then have a simple case where a Pokemon has a couple of Innates (so that Heatmore and Lickitung get Lick despite not having any Ghost Movelists) and then access to Lists (scaling like Spheres, so it's really easy to give them a progression).
Along with putting the actual 'mon in them.
But openoffice has crashed, in such a delightful way that now it wants to open it as a blank "Write" document not a Database. So instead, fuck that, we're getting long lists and seven different types of Shadow Ball and there are no more TMs or the Extraordinary Training feat: you get what you're fucking given.
And whoever it was that convinced me to download Open "Let's use Java, that's a fucking stable platform!" Office in the first place to look at a spreadsheet: go slam your genitals in a car door.

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Post by Prak » Wed Aug 29, 2012 8:07 am

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

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

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

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Post by Koumei » Wed Aug 29, 2012 8:36 am

It's what I get for using a fucking Java product, or indeed for using freeware instead of just pirating MS Office like everyone else.
If I had my druthers, everyone who used Java to program stuff would be out of a job.
But yeah, the new way it goes is "Stuff will be typed up as they become relevant, no sooner, no you cannot get Stone Edge on your Fire Bird Thing despite it happening all the time in the video game, and yeah, if you have Nightshade, you'll have to note down what your creature's Nightshade does because it won't be the same as any other creature's Nightshade. Hi, 4E!"

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Post by Surgo » Wed Aug 29, 2012 3:12 pm

Koumei: Send me the file, I'll see if I can recover it for you. Because TMs are important. morgon DOT kanter AT gmail
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Post by Koumei » Thu Aug 30, 2012 1:42 am

I'll send it when I get home this afternoon. I do like the format I had for the forms - a real simple layout for Pokemon (Name, Pokemon Types, Hit Die Type, Starting/Typical Level, Advancement, Ability Scores, Typical Feats, Typical Skills, Size, Movement, AC Mods, Innate Abilities/Attacks, Move Lists, Items, Misc), likewise moves were just Name, Type, Limit, Activation (the action cost), Duration, Range, Battle Effect, Contest Effect, Lists/Level.
So you'd have:
Sableye
Ghost/Dark
Aberration
13 10 12 11 10 13
Tiny
Level 4
20' Incorporeal Movement
Innate: Natural Invisibility, Darkness @will, Utterdark 1/hour
Move Lists: Spooky, Bully, Confuser (or whatever it was)
Skills: Intimidate, Move Silently
Feats: Skill Focus: Intimidate, Lightning Reflexes
+2 Size +Cha Deflection
Advance: 5+ HD (Tiny), +1 Str or Int or Cha per 2 HD
And then you'd look on the Spooky list for instance, and find Astonish, go look that up as a move and see:
Astonish
Dark
Spooky 3 whatever 5 whatever 1
Action: as Intimidate
Range: as Intimidate
Duration: Instant/1 round
Battle: successful Demoralise on unaware target: Stun 1 round, non-lethal damage == Cha mod
Contest: If acting first and gaining a point, DC is at +3 for rest of round
And every creature with Astonish would effectively link to the same ability. I don't know how to actually link things so you can click on "Spooky" under the Pokemon's lists, then click on "Astonish" in the move list though.

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Post by Koumei » Thu Aug 30, 2012 7:42 am

Okay, I couldn't attach it: apparently it's 0b, so it seriously got reduced to nothingness.
New rule: any time anybody ever recommends Java or a Java app, you are morally obliged to kick them in the throat.

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Post by Surgo » Thu Aug 30, 2012 2:15 pm

There's a chance you might be able to find the file in the backup directory. In Old Windows it was:
C:\Documents and settings\yourusername\Application data\OpenOffice.org2\user\backup
In New Windows, I'm not sure but it would probably be somewhere around:
C:\Users\yourusername\etc.
You can do a search for "OpenOffice.org" as well, that might find it.
Hopefully this helps! Yeah OpenOffice does suck.
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