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Prak
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Post by Prak »

I've never really had many issues with it outside of my smartphone's office suite not being able to read the file types.
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.
Koumei
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Post by Koumei »

As someone has chosen Croagunk, I'll update it.

Croagunk (CR 4)
Small Magical Beast [Aquatic]
14 15 12 11 14 11
4d10+4 (24 HP)
Initiative +2
Speed: 30' Swim 20'
BAB/Grab: +4/+2
Attack: 2 Slams +7 melee (1d6+2) and Snap Kick +5 melee (1d4+1)
AC: 15 (+1 size, +2 Dex, +2 natural)
touch 13, flat-footed 13
F +5 R +6 W +3
Feats: Improved Grapple (B), Power Attack, Snap Kick
Skills: Swim +17, Tumble +9
Special Attacks: Poison, Hurl Mud, Fighting Style, Egg Move
Special Qualities: Poison Pokemon Traits, Fighting Pokemon Traits, Amphibious, Anticipate
Advancement: 5-6 HD (Small), 7-9 HD (Medium), evolves into Toxicroak at 10 HD

Natural Weapons: Croagunk's natural weapons are [Fighting] effects when not altered by other abilities.

Amphibious (Ex): Croagunk can breathe both air and water.

Poison (Ex): As a standard action, Croagunk may spit a gob of poison out to 20 feet. If it hits with a ranged touch attack, the target must save against poison (Constitution-based with a +2 racial bonus) and deals 1d6 Con damage as primary and secondary damage. This is a [Poison] effect. The sample Croagunk has a DC of 15. When using this in a Tough Contest, target someone who acts after you and is not immune to Poison. They cannot gain more than one point on that Round.

Hurl Mud (Ex): As a move action, Croagunk can hurl a handful of mud (providing the ground is muddy) as a 20 foot ranged touch attack. If it hits, the foe is Blinded for one round. This is a [Ground] effect. If using this in a [Beauty] Contest, designate a target who acts after you. They suffer a -4 penalty.

Fighting Style (Ex): Croagunk has one Monk Fighting Style.

Egg Move (Ex): Croagunk can choose one of the following:
[*]Fighting Style: Croagunk gains another Fighting Style. At 10 HD, it also gets a Master Fighting Style, and at 15 HD, it gains a Grand Master Style.
[*]Sneak Attack: Croagunk gains Sneak attack dice as a Rogue of its level, but no other benefits. This only applies to its Slam attacks, nothing else.

Anticipate (Ex): due to Croagunk's sensitivity to psionic strength, any time a [Psychic] or [Psionic] creature is within 100 feet, it subconsciously shivers with anticipation, alerting itself and others.

Note: if using the Tome Feats, replace Power Attack with Blitz or Combat School and Improved Grapple with Juggernaut, and consider replacing Snap Kick with Whirlwind Attack.


Toxicroak (CR 10)
Medium Magical Beast [Aquatic]
18 17 14 13 16 11
10d10+20 (75 HP)
Initiative +3
Speed: 30' Swim 30'
BAB/Grab: +10/+18
Attack: 2 Slams +14 melee (1d8+4) and Snap Kick +12 melee (1d6+2)
AC: 26 (+3 Dex, +4 natural, +9 armor)
touch 22, flat-footed 23
F +5 R +6 W +3
Feats: Improved Grapple (B), Power Attack, Snap Kick, Combat Expertise, Improved Trip
Skills: Swim +25, Tumble +16, Bluff +13
Special Attacks: Poison, Hurl Mud, Fighting Style, Egg Move, Sludge Bomb, Poison Jab
Special Qualities: Poison Pokemon Traits, Fighting Pokemon Traits, Amphibious, Anticipate, Swords Dance, Armoured in Life
Advancement: 11-15 (Medium), 16+ HD (Large)

Natural Weapons: Toxicroak's natural weapons are [Fighting] effects when not altered by other abilities.

Amphibious (Ex): Toxicroak can breathe both air and water.

Poison (Ex): As a standard action, Toxicroak may spit a gob of poison out to 20 feet. If it hits with a ranged touch attack, the target must save against poison (Constitution-based with a +2 racial bonus) and deals 1d6 Con damage as primary and secondary damage. This is a [Poison] effect. The sample Toxicroak has a DC of 19. When using this in a Tough Contest, target someone who acts after you and is not immune to Poison. They cannot gain more than one point on that Round.

Hurl Mud (Ex): As a move action, Toxicroak can hurl a handful of mud (providing the ground is muddy) as a 20 foot ranged touch attack. If it hits, the foe is Blinded for one round. This is a [Ground] effect. If using this in a [Beauty] Contest, designate a target who acts after you. They suffer a -4 penalty.

Fighting Style (Ex): Toxicroak has one Monk Fighting Style.

Egg Move (Ex): Toxicroak can choose one of the following:
[*]Fighting Style: Toxicroak gains another Fighting Style and a Master Fighting Style. At 15 HD, it gains a Grand Master Style.
[*]Sneak Attack: Toxicroak gains Sneak attack dice as a Rogue of its level, but no other benefits. This only applies to its Slam attacks, nothing else.

Anticipate (Ex): due to Toxicroak's sensitivity to psionic strength, any time a [Psychic] or [Psionic] creature is within 100 feet, it subconsciously shivers with anticipation, alerting itself and others.

Armored in Life (Su): Toxicroak has a special Armor bonus whenever it is not using armor or shields that it is not proficient in. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of 4 + ½ Toxicroak’s Hit Dice. If Toxicroak wears armor which it is proficient in (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to its Armored in Life Armor Bonus.

Swords Dance (Ex): As a standard action, Toxicroak can initiate a Swords Dance. This greatly increases its combat power, and for the following three rounds, it strikes as though its fists were one size larger, and with a +4 bonus to Strength. This is a [Fighting] effect, and in Contests, if it works, then on the following Round you gain one more point than you normally would.

Poison Jab (Ex): This sneaky move requires a standard action. Toxicroak spits venom onto its fist, then makes a punch. As the spitting can be a distraction to foes, it can make a free feint attempt, then punch. If it hits, it deals Slam damage plus +2d6 Poison damage and the foe must save against its Poison. The DC is increased by 4 (to 23 for the sample Toxicroak), due to an injury being made so conveniently. This is a [Poison] effect.

Sludge Bomb (Su): Once per 3 rounds, Toxicroak can produce enough acidic sludge to spit up a huge glob. This reaches out to Close Range, dealing 1d6 Poison/Acid damage per hit die to all in a 15' radius Burst with a Reflex Save for half (Constitution-based), and any targets injured must also save against its poison. This is a [Poison] effect. In a Contest, if this move is used first in a round, nobody else is able to use a special ability - they can only use Attack + Skill.

Additional Hit Dice:
Every odd HD, add +1 to Strength or Wisdom. Every even HD, add +1 to Dexterity or Constitution.
At 12 Hit Dice it gains Swagger (Ex): with a Swift Action, Toxicroak may swagger confidently, pissing the enemy off and confusing them. One targeted enemy within Line of Sight must pass a Will Save (Wisdom-based) or be Confused for one minute and also suffer a Rage (as per the spell) for the same duration. The Confusion is different due to the anger: 51-70 results in them attacking the nearest ally. This is a [Dark] effect. In a Tough Contest, this gets +3 to the Skill Check.

At 14 Hit Dice it gains Mud Bomb (Su): with a Standard Action it may rapidly scoop a massive glob of mud, even if none appears to be available, and launch it in an explosive burst. It is hurled out to Medium Range, and erupts in a 20' radius Blast, dealing 1d8 damage per 2 HD to all in the area with a Reflex Save for half (Constitution-based). Those who fail the save are also Blinded for 1d4 rounds. This is a [Ground] attack. In Contests, any [Electric] moves used after it in the same Round lose any special effects unique to those moves.

At 15 Hit Dice, Swagger works on all enemies with Line of Sight, though they may avert their gaze with a successful Reflex Save (same DC) as though it were a Gaze Attack.

At 16 Hit Dice it gains Sucker Punch (Ex): it may make a Slam attack with an Immediate Action against anyone trying to make an attack. This is a [Dark] effect. In a Contest, when whoever was going first announces their move, Toxicroak may jump to the front of the line, automatically going first and using this move. If the Pokemon who is now second was attempting an attack, they suffer a -4 penalty.

At 18 Hit Dice it gains Venoshock (Su): with a Standard Action, the Toxicroak can spit a bolt of magical venom at a foe. This requires a Ranged Touch Attack out to Short Range, and if it hits it deals 3 Acid damage per Hit Die and delivers Toxicroak's Poison. If the foe is already suffering from a Poison (of any kind), it does not apply this poison, instead dealing 6 Acid damage per Hit Die and an additional 2 points of Con damage (no save). This is a [Poison] effect. In a Contest, if someone else uses a [Poison] effect earlier in the Round, Venoshock wins one point more than it usually would.

At 20 Hit Dice, its Poison (in all forms) changes its Primary and Secondary damage to 3d6 Con Damage.

Note: if using the Tome Feats, replace Power Attack with Blitz or Combat School, Improved Grapple with Juggernaut, Combat Expertise with Danger Sense and Improved Trip with Elusive Target, and consider replacing Snap Kick with Whirlwind Attack.
Last edited by Koumei on Mon Sep 03, 2012 8:38 am, edited 1 time in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Post by Koumei »

An update of the Gastly trilogy.

Gastly (CR 4)
Small Aberration [Air]
1 16 10 7 14 17
4d8 (18 HP)
Initiative +3
Fly Speed: 20' (Perfect)
BAB/Grab: +3/+22
Attack: Lick +10 (1d2-2 plus Grapple)
AC: 14 (+1 size, +3 Dex)
touch 14, flat-footed 11
F +1 R +4 W +6
Feats: Weapon Finesse, Dodge
Skills: Escape Artist +50
Special Attacks: Fear, Miasma, Sleep, Ghost Touch, Improved Grab, Nightshade, Egg Move
Special Qualities: Ghost Pokemon Traits, Poison Pokemon Traits, Damage Reduction 10/Ghost Touch, Daylight Vulnerability, Gaseous Form
Advancement: 5-7 HD (Small), evolves into Haunter at 8 HD

Fear (Su): A Gastly can invoke Scare at will, as a Sorcerer of a level equal to its hit dice. This is a [Ghost] effect, and in a Contest, if it is used immediately after a [Psychic] Pokemon wins a point, will steal the point from them. This is on top of any points it wins on its own.

Nightshade (Ex): Gastly's Lick attack is a Magic Weapon with an Enhancement Bonus to attack and damage rolls equal to its Charisma Bonus, and is a [Ghost] effect.

Sleep (Sp): As the spell cast by a Sorcerer with a caster level equal to its hit dice, exept that the maximum hit die affected is its own plus 4. The sample Gastly has a save DC of 14 for its Sleep ability, and a caster level of 4. This is a [Poison] effect.

Miasma (Ex): A Gastly’s gaseous nature makes it terribly effective at cutting off the breath of opponents. A Gastly grapples as if it were Colossal in size, and use its Charisma instead of its Strength while grappling. Creatures grappling with a Gastly cannot breathe air for that duration. See the Dungeon Master’s Guide for rules on suffocation. This is a [Ghost] effect.

Ghost Touch (Su): Gastly are semi-ghostly, and can touch incorporeal things as if they were themselves a ghost touch weapon.

Improved Grab (Ex): A Gastly which successfully hits in melee with its Lick attack can initiate a Grapple as a free action. This Grapple does not provoke an attack of opportunity, and does not require a touch attack.

Damage Reduction (Su): A Gastly’s damage reduction is negated by any Ghost Touch weaponry.

Gaseous Form (Ex): A Gastly is made out of gas, and it can pass through any crack large enough to accomodate air. A Gastly gains a +40 racial bonus on Escape Artist checks.

Daylight Vulnerability (Su): A Gastly is extremely weak in daylight. In the light of the sun (or similar brightness, such as from a daylight spell), a Gastly cannot use its natural Miasma or Damage Reduction abilities.

Egg Move (Su): Gastly hatches knowing one of the two:
[*]Smog: it may cast Stinking Cloud once per hour as a [Poison] effect.
[*]Clear Smog: it may cast Greater Dispel once per hour as a [Poison] effect.
[*]Disable: it may cast Hold Person once per hour as a [Psychic] effect.

Note: if using Tome Feats, replace Dodge with Elusive Target.

---

Haunter (CR 8)
Medium Outsider [Air, Incorporeal]
- 18 10 7 14 23
8d8 (36 HP)
Initiative +4
Fly Speed: 30' (Perfect)
BAB/Grab: +8/+8
Attack: Lick +18 (1d3+6 plus Chills)
AC: 20 (+4 Dex, +6 Deflection)
touch 20, flat-footed 16
F +6 R +10 W +8
Feats: Weapon Finesse (B), Dodge, Mobility, Spring Attack
Skills: Escape Artist +15, Pick Pocket +15, Disable Device +9, Intimidate +17, Listen +13, Spot +13
Special Attacks: Chills, Dreameater, Fear, Sleep, Spectral Force
Special Qualities: Ghost Pokemon Traits, Poison Pokemon Traits, Invisibility, Daylight Vulnerability, Egg Move
Advancement: 9-11 HD (Medium), evolves into Gengar at 12 HD

Fear (Su): A Haunter can invoke fear at will, as a sorcerer of a level equal to its hit dice. The sample Haunter has a save DC of 20 for its Fear ability, and a caster level of 8. This is a [Ghost] effect, and in a Contest, if it is used immediately after a [Psychic] Pokemon wins a point, will steal the point from them. This is on top of any points it wins on its own.

Sleep (Sp): As the spell super sleep (which in turn is as sleep, but 4d6 hit dice affected, no hit die cap, Spell Level 4), as a sorcerer of a caster level equal to its hit dice. At 10 HD it adds another d6 to the HD total, and again at 12 HD. The sample Haunter has a save DC of 20 for its Sleep ability, and a caster level of 8. This is a [Poison] effect.

Dreameater (Su): A Haunter can enter into the dreams of sleeping creatures and strike at them while they are at their most vulnerable. As a standard action, a Haunter can make a coup de grace on a sleeping creature within Close range (25 ft. plus 5 ft. per two HD). This attack inflicts 1d6 per hit die, which can be normal or nonlethal damage. The victim must then make a Fort save (DC 10 + damage inflicted) or instantly die, or be knocked unwakeably unconscious for an hour if the damage inflicted was nonlethal. This ability is a [mind-affecting] [fear] [Psychic] effect. If used after a [Sleep] effect in the same Round of a Contest, it automatically gains one more point than it normally would.

Invisibility (Su): Haunters are always Invisible, as the spell greater invisibility.

Spectral Force (Su): Though Incorporeal, Haunters can affect things in the material plane to a limited degree. A Haunter can exert force on physical objects as if it had a Strength equal to twelve less than its Charisma. The sample Haunter can interact with physical objects as if with a Strength of 11.

Chills (Su): A creature struck by the Haunter's Lick is also affected by a contagion, as cast by a Sorcerer of a caster level equal to the Haunter's Hit Dice. The sample Haunter has a DC of 20 for its Chills.

Daylight Vulnerability (Su): A Haunter is extremely weak in daylight. In the light of the sun (or similar brightness, such as from a daylight spell), a Haunter cannot use its Spectral Force or Invisibility abilities.

Nightshade (Ex): Haunter's Lick attack is a Magic Weapon with an Enhancement Bonus to attack and damage rolls equal to its Charisma Bonus, and is a [Ghost] effect.

Incorporeal Traits: A Haunter can be harmed only by other incorporeal creatures, actually magical weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage or other effect from a corporeal source except for force effects or ghost touch items. A Haunter can pass through solid objects, but not force effects, at will. A Haunter always moves silently and cannot be heard with Listen checks if it doesn't want to be.

Egg Move (Su): Haunter still has one of the following:
[*]Smog: it may cast Stinking Cloud at will as a [Poison] effect.
[*]Clear Smog: it may exhale a 30' Cone of Anti-Magic Field once per hour as a [Poison] effect. It lingers as a barely-visible shroud (no concealment) for 1d4 rounds.
[*]Disable: it may cast Hold Monster at will as a [Psychic] effect.

Note: if using Tome Feats, replace Dodge with Elusive Target, Mobility with Danger Sense and Spring Attack with Whirlwind Attack.

---

Gengar (CR 12)
Medium Outsider [Air, Evil]
17 24 12 15 18 27
12d8+12 (66 HP)
Initiative +7
Speed: 50'
BAB/Grab: +12/+15
Attack: 2 Slams +27 melee (1d6+11)
AC: 25 (+7 Dex, +8 Deflection)
touch 25, flat-footed 18
F +9 R +15 W +12
Feats: Weapon Finesse (B), Dodge, Mobility, Spring Attack, Spell Focus (Enchantment), Spell Focus (Necromancy)
Skills: Concentration +16, Disable Device +17, Escape Artist +15, Hide +22, Intimidate +23, Listen +19, Move Silently +22, Sleight of Hand +22, Spellcraft +17, Spot +19
Special Attacks: Curse, Dreameater, Fear, Nightshade, Sleep, Spells
Special Qualities: Ghost Pokemon Traits, Poison Pokemon Traits, Damage Reduction 15/Ghost Touch, Egg Move
Advancement: 13+ HD (Medium)

Fear (Su): A Gengar can invoke fear at will, as a sorcerer of a level equal to its hit dice. The sample Gengar has a save DC of 24 for its Fear ability, and a caster level of 12. This is a [Ghost] effect, and in a Contest, if it is used immediately after a [Psychic] Pokemon wins a point, will steal the point from them. This is on top of any points it wins on its own.

Sleep (Sp): As the spell super sleep (which in turn is as sleep, but 6d6 hit dice affected, no hit die cap, Spell Level 4), as a sorcerer of a caster level equal to its hit dice. The sample Gengar has a save DC of 24 for its Sleep ability, and a caster level of 12. This is a [Poison] effect.

Dreameater (Su): A Gengar can enter into the dreams of sleeping creatures and strike at them while they are at their most vulnerable. As a standard action, a Gengar can make a coup de grace on a sleeping creature within close range (25 ft. plus 5 ft. per two HD). This attack inflicts 1d6 per hit die, which can be normal or subdual damage. The victim must then make a Fort save (DC 10 + damage inflicted) or instantly die, or be knocked unwakeably unconscious for an hour if the damage inflicted was subdual. This ability is a [mind affecting] [fear] [Psychic] effect. If used after a [Sleep] effect in the same Round of a Contest, it automatically gains one more point than it normally would.

Spells: A Gengar casts spells as an 8th level Sorcerer. In addition to the standard spells known, a Gengar knows all Cleric and Evil domain spells. It can take Attune Sphere feats without actually being exposed to the effects in question. These are all [Ghost] effects, even when you don't think they are.

Curse (Su): As a standard action Gengar can invoke a powerful and deadly curse on living creatures around it. This is very taxing to the Gengar, who takes damage equal to half its normal allotment of hit points. It is even more painful to all other living creatures within a 60 foot burst of the Gengar, who immediately suffer 2d6 of Darkness Damage, and continue to suffer an equal amount of damage every round until the Gengar dies or loses consciousness. The Curse can be ended for a single
individual through the use of remove curse or break enchantment. Dispel magic and similar effects are powerless against the Curse. Once a Curse has been leveled upon an individual, the Gengar can go wherever it wants without breaking the Curse. There is no saving throw against Curse. The sample Gengar takes 33 points of damage in order to use Curse. This is a [Ghost] effect that works just find on Normal Type Pokemon. In a Contest, the Pokemon that acts immediately after Gengar automatically messes up and loses a point, and suffers a climbing penalty thereafter: -2, then -4, then -6 and so on.

Nightshade (Su): A Gengar's slam attack has an Enhancement Bonus equal to its Charisma Bonus. The Gengar can touch and attack incorporeal things as if it itself were Ghost Touch, and its slam attacks bypass all damage reduction. A Gengar gains a deflection bonus to AC equal to its Charisma Bonus. This is a [Ghost] effect.

Egg Move (Su): Gengar still has one of the following:
[*]Smog: Gengar is constantly surrounded by a Stinking Cloud it is personally immune to, whenever it wants to be, as a [Poison] effect.
[*]Clear Smog: it may exhale a 30' Cone of Anti-Magic Field at will as a [Poison] effect. It lingers as a barely-visible shroud (no concealment) for 1d4 rounds.
[*]Disable: it may cast Mass Hold Monster at will as a [Psychic] effect.

Additional Hit Dice:
Every odd Hit Die, increase Charisma by 1.
Every even Hit Die, increase Dexterity by 1.

At 13 Hit Dice, it learns Hex (see all the other Ghosts that get it).

At 16 Hit Dice, it gains the ability to cast Poison as a Spell-Like Ability at will, except it deals 4d6 Con damage as Primary Damage, and kills the target outright as Secondary Damage. This is a [Poison] effect.

At 19 Hit Dice, it gains a Gaze Attack of Vision of Entropy. This is a [Ghost] effect. It also gains the ability to make Devil Pacts.

Note: if using Tome Feats, replace Dodge with Elusive Target, Mobility with Danger Sense, Spring Attack with Whirlwind Attack, and Spell Focus with Attune Sphere: Gluttony and Attune Sphere: Terror.

---

Sludge Wave (Su): with a DC 25 Handle Animal check, anyone with "Train Pokemon" can teach a Gastly, Haunter or Gengar the "Sludge Wave" move. With a Full Round Action once per hour, it unleashes a 15' wide 60' long Line, however each 5' wide section stops upon hitting a creature. This deals 1d8 Acid damage per 2 HD with a Fortitude Save for half (Charisma-based), and those who fail the save also suffer 1d10 Strength damage. This is a [Poison] move, and in Contests, everyone who acted before the user in that round is covered in toxic sludge, taking a -6 penalty.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Post by Koumei »

Notes for me to post stuff when I get home:

[*]Pokeranger Prestige Class
[*]Move Tutor Prestige Class
[*]Nurse Joy creature (Humanoid, so not a Pokemon)
[*]New and exciting items for Pokemon to hold! (Yes, mostly from the video games. Yes, this includes various Berries)

Here's another feat that can at least fill a bit of a gap left by the no-TM thing:

Hidden Power [Monstrous]
"It's so hidden, it's not appearing on your movelist!"
You have a special power that is unusual for your kind to have.
Benefit: select any one of your attacks that has a Pokemon Attack descriptor such as [Fire], [Grass] or [Bug]. Change the type (and thus damage, who it is effective against and its value in Contests) to any other Type you like, regardless of how much sense it makes.
Special: at 10 HD, you can actually unleash your Hidden Power as a move of its own. As a Standard Action once per minute, you may launch a pulse of energy out to Medium Range with a Ranged Touch Attack. If it hits, it deals 1d8 damage per 2 hit dice. This has the same Type as the one originally chosen by this feat.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Prak
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Post by Prak »

Why is Sleep a [Poison] effect rather than a [Psychic] effect?

Also, I am mildly disappointed that I cannot catch a Nurse Joy. (though it would fall into the previous "no comments about your long hard training sessions with succubi")

On the item thing, here's something:

Dark Glasses
These dark sunglasses cut the glare of light and make your pokemon think that's it darker out. Or something. The fact is, they power up dark moves. If a pokemon is wearing Dark Glasses, they are counted as having 2 additional HD for the purposes of their [Dark] attacks.
The glasses are also plain awesome. If a pokemon wears Dark Glasses in a Cool contest, they receive a +2 bonus to all rolls.
Finally, though the glasses come from a completely different place originally, Krookodiles seem to have an affinity for them, and receive 50% more effect from them (+3 HD for Dark attacks, +3 bonus in Cool contests). Krookodiles do have a tendency to stand around making incomprehensible, albeit inspiring, speeches, and wear red capes while wearing them, however.
Last edited by Prak on Tue Sep 04, 2012 4:29 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Koumei »

Because I was thinking "poison sleep mist" even though it's a mind-affecting thing, so it's clearly psychic. I'll fix that in a moment.

And those sunglasses are exactly the kind of thing I'm talking about. Provides a nice bonus in combat and contests, and also has some silly little exception case in it with a dopey reference. Consider than an actual "in the game, you can totally buy it" Minor Item.
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Post by Prak »

You know, the fact that Krookodile is basically "PoKamina" is making me really tempted to choose Sandile as my pokemon. The fact that you have no problem with the Dark Glasses write up even more so.
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 »

It's a pretty solid choice, just bump it down to 4 HD if you do (it can keep all racial traits and attacks and so on, that just lowers some numbers so it's nominally CR 4 and thus under your control).
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Post by Prak »

Oh... sure. I can always use Call Dark Pokemon to bring out a Sableye.
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.
Koumei
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Post by Koumei »

Pokeranger

Requirements:
Skills: Handle Animal 10 ranks
Feats: Animal Affinity
Special: Train Pokemon
A Knight of the Pokeranger Order need not meet the Feat requirement

Hit Die: d10
Skill Points: 6+Int
Class Skills: Balance, Craft, Gather Information, Handle Animal, Hide, Intimidate, Jump, Know (Nature), Listen, Ride, Search, Sense Motive, Spot, Swim, Tumble, Use Rope
Proficiencies: Net, Bolas, Whip, Man-Catcher, Sap, Lasso, Blowpipe
LevelBABFortRefWillSpecialSpecial Bond
1+1+2+2+0Caster Level, Improved BerriesHeightened Senses
2+2+3+3+0Advanced Pokemon HealingUncanny Dodge
3+3+3+3+1Hide in Plain SightEvasion
4+4+4+4+1Feast of BerriesGluttony
5+5+4+4+1Craft Net Ball, Tree StrideReturn!
6+6+5+5+2Natural Gift!Slippery Mind
7+7+5+5+2Words of EncouragementImproved Evasion
8+8+6+6+2Nature's ShieldMettle
9+9+6+6+3Additional LoveSpell Resistance
10+10+7+7+3Nature's CloakPerfect Evasion

Caster Level: every level, the Pokeranger's Caster Level as a Pokemaster increases by +1, and all Maximum Levels increase as normal.

Improved Berries (Su): every day, the Pokeranger can just harvest 1d3 berries from the wild. These special berries are treated as Potions of up to third level - he chooses the spell effect when picking them.

Special Bond (Ex): at first level, the Pokeranger must select one of his Pokemon to have a special bond with. Every level, that Pokemon gains various abilities. Uncanny Dodge, Evasion, Slippery Mind, Improved Evasion, Mettle and Perfect Evasion do what you think they would do. Spell Resistance grants Spell Resistance 10 + HD.
Heightened Senses: the Pokemon gains either Sharp-Eyed or Alertness as a Bonus Feat (you choose).
Gluttony: the Pokemon can eat any held berry (including magic ones) with a Swift Action.
Return: the Pokemon can unleash a special Slam attack with a Standard Action, as a [Normal] attack. It deals 1d8 damage for a Medium creature, plus one and a half times its Strength Bonus, plus its Charisma Bonus, and if it has any Morale Bonus to attack rolls, it deals a number of extra d6 of damage equal to the Bonus.

Advanced Pokemon Healing (Sp): the second-level Pokeranger may cast Heal as a Spell-Like Ability a number of times per day equal to his Wisdom Bonus (minimum 1). He may only cast it on Pokemon he controls, but they don't have to be out of their Pokeball.

Hide in Plain Sight (Ex): at third level, the Pokeranger gains Hide in Plain Sight.

Feast of Berries (Sp): once per day, the level four Pokeranger can cast Heroes' Feast.

Craft Net Ball (Ex): at level five, the Pokeranger can craft Net balls.

Tree Stride (Sp): three times per day, the fifth-level Pokeranger can Teleport any distance from one tree to another.

Natural Gift! (Su): starting at level six, the Pokeranger can hurl any magical berry (such as a Goodberry or "potion" berry) out to 30 feet away as an Attack Action. This requires a Ranged Touch Attack to hit, dealing 3d6 + Caster Level damage. It then explodes, dealing 2d6 splash damage to all adjacent creatures. This is a [Grass] effect, unless the berry held a spell with another damage type, in which case it does that instead.

Words of Encouragement (Su): at level seven, the Pokeranger gains the ability to cheer a Pokemon on with some words of praise. He spends a Standard Action saying nice things to it, and it gains a Morale Bonus to all d20 rolls equal to his Charisma Bonus (minimum +1). The bonus lasts until his next turn, at which point he can do it again.

Nature's Shield (Ex): at eighth level, the Pokeranger is protected by nature: he treats any Cover or Concealment received from the terrain or weather, even magically induced, as one stage better, and the nature-based Cover and Concealment of foes as one stage worse.

Additional Love (Ex): the ninth-level Pokeranger gains Control Space for one more Pokemon - his Total Maximum Level increases by his hit dice, and it can have a level up to that of the Pokemon he shares a Special Bond with, minus two.

Nature's Cloak (Su): the tenth-level Pokeranger can ignore all bad weather conditions - nature elects to keep him safe from harm. This includes effects like Storm of Vengeance, Call Lightning Storm, Whirlwind and hail storms.
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Surgo
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Post by Surgo »

Dark glasses should make Squirtle the most powerful pokemon in the game.
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Prak
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Post by Prak »

Image
Krookodile is a Dark/Ground type with built in Kamina shades. Your argument is, sadly, invalid.

Squirtle can be Shimon, however....
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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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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Whipstitch
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Post by Whipstitch »

Pretty much. "Kamina stole Squirtle's glasses" is practically considered old meme in some circles.
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Post by Koumei »

Good point, add "Any Squirtle that wears these gains a Leadership Rating, and can amass single hit die Squirtle followers."

Grip Claw (Minor)
This peculiar claw latches onto things. Just about everything, in fact. It attaches to the claw/paw/face of a Pokemon, at which point it enhances their abilities: all attacks and effects with a duration that is not Permanent or Instantaneous have their duration increased by 1 round. It also grants a +2 bonus to Grapple checks, as long as that check is not to avoid/escape a Grapple. A Pokemon who equips this in a Contest takes no penalty for repeatedly spamming the same move, but must still change skills.
Crafting: requires one claw from a creature with Improved Grab, and any Extended spell or effect.

Griseous Orb (Major)
This orb is filled with eeriness, and feels cold to the touch. It adds an Enhancement Bonus to Charisma, and grants all Immunities of the Undead Type. Furthermore, the holder interacts with both the material and ethereal planes equally - although this means Ghosts can land all their attacks without fail (and so can Normals), the reverse is also true.
If held by Giratina, it also Empowers all [Dragon] and [Ghost] effects and gives its Enhancement Bonus to all skills used in Contests.
Crafting: requires a massive, perfectly round pearl, the spirit or soul of a dead dragon of 15 hit dice or more, and any Planar Travel effect.

Lustrous Orb (Major)
This incredibly shiny orb glistens as though covered with water, and sparkles like sunlight on the ocean. It grants a Deflection Bonus to Armour Class, and Tremorsense out to ten miles within water. The bearer can also breathe in air and in water, and gains a Swim Speed equal to their land speed if they don't already have one. When held by Palkia, it also Empowers all [Dragon] and [Water] effects and grants an Enhancement Bonus of +1 per 3 hit dice (round up) to all skills used in Contests.
Crafting: requires a fist-sized pearl from the depths of the oceans and Draconic Polymorph or Draconic Might.

Adamant Orb (Major)
This orb is heavier than it looks - it's as big as a tennis bowl, but heavier than a bowling ball. It has a dull gleam to it, like a very strong metal. It grants an Enhancement Bonus to Constitution and all immunities that are bestowed by the Construct Type. When held by Dialga, it also Empowers all [Dragon] and [Steel] effects and grants its bonus to all skills used in Contests as well.
Crafting: requires a fist-sized pearl, ten pounds of adamantine, and Draconic Might or Draconic Polymorph.

Lucky Punch (Moderate)
This applies an Enhancement Bonus to all punches and Slams - including things like Mega Punch, Fire Punch, Dizzy Punch and so on. It also doubles the Critical Threat Range of all such attacks and increases the size of the attack. This makes it awesome for Kangaskhan and Hitmonchan, but it actually has a special added effect for Chansey and Blissey: the Enhancement Bonus also applies to Strength and the Critical Multiplier is doubled as well.
Crafting: requires a nice boxing glove, preferably taken from a Hitmonchan, and a horseshoe with some kind of Luck bonus on it.

Deep Sea Scale (Moderate)
This special scale enhances the scales of the bearer: they gain an Enhancement Bonus to their Natural Armour. Clamperl benefits especially from this, by gaining Immunity to Critical Hits.
Additionally, the wearer learns Shell Smash (Su) if they actually have a physical shell: with a Standard Action, they cause the shell to burst out into spines. They lose the Enhancement Bonus, and whatever that bonus is, they also take that as a Penalty to Saving Throws. This lasts for one minute, and in the meantime, the Enhancement Bonus applies to Strength, Dexterity and Charisma, and all attacks made deal +2d6 damage. This is a [Normal] effect. In a Contest, using this results in all points gained for the rest of the Contest being doubled - however any point loss or point theft is also doubled.
Crafting: requires a large scale of a Gorebyss and a Polymorph, Polymorph Any Object, Draconic Polymorph or Shapechange effect.

Deep Sea Tooth (Minor)
Carrying this magical tooth grants a Greater Magic Fang effect. Additionally, all Bite attacks (including things like Crunch and Ice Fang) cause a point of Constitution damage every time they hit. If equipped by Clamperl, the Enhancement Bonus is also added to Charisma and to the Save DC for all attacks.
Crafting: requires a large tooth from a Huntail and a Magic Fang effect.

Light Ball (Moderate)
This orb glows brightly with electricity, giving off a constant Daylight effect. It also grants the bearer an Enhancement Bonus to Charisma and can be used to Dispel ongoing [Dark] effects. Likewise, Ghost Type Pokemon in the area are rendered vulnerable to [Normal] and [Fighting] effects, the light making them able to be struck without a miss chance.
When held by a Pikachu, it is even greater in strength: the Enhancement Bonus is also added to Strength, and to the Caster Level and Save DC of all [Electric] and [Light] effects.
Crafting: requires a glass orb and an [Electric] effect of Caster Level 8 or more.

Metal Powder (Moderate)
Rubbing this powder all over armour grants it an Enhancement Bonus, and causes any ranged attack that misses to bounce off, letting the wearer redirect it with an Immediate Action. When absorbed by an Ooze, as long as the Ooze hasn't transformed into something else it gains the Armour Bonus as though it was wearing Full Plate the powder had been applied to, and also adds the Enhancement Bonus to Constitution and the Armour Bonus as Damage Reduction X/Adamantine. It also gains all resistances of [Steel] Type Pokemon.
Crafting: requires a pound of powdered adamantine and a [Steel] effect.

Quick Powder (Moderate)
Rubbing this powder all over armour removes its Armour Check Penalty and any Speed Penalties. It also grants an Enhancement Bonus to Dexterity. When absorbed by an Ooze, as long as the Ooze hasn't transformed into something else it is Hasted and also grants the Enhancement Bonus to Initiative checks.
Crafting: requires a pound of powdered mithril and a [Flying] or [Air] effect.

Soul Dew (Major)
This orb of magical liquid is immensely powerful, and empowers the soul. It gives an Enhancement Bonus to Charisma, and provides Immunity to Disease, Morale Penalties, Fatigue, Exhaustion and magical Sleep and Paralysis effects. It also grants Detect Thoughts out to 1,000 feet and Blindsight out to 100 feet.
When wielded by Latias, it boosts her defensive powers immensely: she may add her Charisma Bonus as a Deflection Bonus to Armour Class and as a Resistance Bonus to Saving Throws, and gains a 50% Miss Chance against all [Dragon] effects.
When wielded by Latios, it boosts his offensive powers immensely: he may add his Charisma Bonus as an Enhancement Bonus to Attack and Damage rolls and Caster Level, and his [Dragon] effects are all Empowered and Widened.
Crafting: requires a glass orb and a willing Dragon or Psychic soul of 15 or more hit dice.

Gold/Silver Bell (Major)
These bells don't actually have an ordinary effect. They only have one use: once per week, a bearer of 10 or more Hit Dice may ring a Gold Bell to summon Ho-Oh, or a Silver Bell to summon Lugia. What happens then is up to them - the summoned Pokemon are not under their control, and might be annoyed at the situation. They are also not summoned as though by Summon Monster, so won't just disappear in a minute or so, and can actually be captured. Or they might ruin your shit.
Crafting: requires a bell made from a pound of gold or silver respectively, and the feather from either Ho-Oh or Lugia. In essence, crafting such a thing generally requires encountering one in the wild first.

Big Root (Minor)
This large clump of undergrowth is probably from some ancient, mystic tree, because just grabbing any old plant doesn't do the trick. Any time the wielder drains HP from another (such as with Vampiric Touch, gaining HP for dealing negative levels or whatever), they regain additional HP (or gain additional Temporary HP) equal to half their level. On the downside, Bug Type Pokemon gain a +4 Bonus to steal or sunder the item, because it's good eating. Bidoof enjoys the same bonus.
Crafting: requires the root of a tree, and Vampiric Touch, Energy Drain or a similar effect.

Bone Helm (Moderate)
This is the skull of a Marowak or Kangaskhan or something, and in general is good protection - any armour worn with it gains an Enhancement Bonus to its Armour Bonus equal to +1 per 3 HD (round up). If no armour is worn, the Enhancement Bonus still applies, even if it's added to +0 and basically becomes its own Armour Bonus. It also allows the wearer to see Incorporeal Undead, to Detect Undead constantly, and see and communicate with the spirits of the dead. When worn by Cubone or Marowak, it also makes them immune to [Mind Affecting] effects and provides a Natural Headbutt attack - a Slam that deals 1d8 damage for a Medium creature, is [Normal] type, has no Miss Chance against Ghost Type Pokemon, and also has the Enhancement Bonus added to Attack and Damage rolls and is a Wounding Weapon.
Crafting: requires the skull of a Marowak or Kangaskhan, one that has already died of natural causes (including predators for food) but not just been hunted for the skull. Also requires some kind of ability to communicate with spirits, and a DC 25 Diplomacy check.

Thick Club (Moderate)
To most, this massive club of bone is treated as a Heavy Club, albeit a Magic Berserking one, and one that is treated as living material/a natural weapon for the purpose of DR and Regeneration. To a Cubone or Marowak, however, it is much greater, treated as a Magic Ghost Touch Warhammer with a 19-20/x4 Critical, and its Enhancement Bonus is also an Enhancement Bonus to Strength. It is still treated as living matter/a natural weapon for DR and Regen in their hands/paws.

Finally, anyone can use this to "dowse" for other buried bones. It requires a DC 25 Survival check to discover any buried bones in the area, but this will in fact detect any ancient fossils that happen to be nearby (MC discretion).
Crafting: requires something along the lines of the Thighbone of a Charizard - something big and scary. Also requires Mighty Wallop (or Greater Mighty Wallop) and Iron Bones.

Power Leek (Minor)
This is a Magic Club that can be used to dowse for water (DC 15 Survival check) at will, and for hidden items (as "Pick Up" for a Zigzagoon) once per day. In the hands (wings?) of Farfetch'd, it is a Magic Wounding Bastard Sword that also applies its Enhancement Bonus to Strength. Farfetch'd can still use it for dowsing.
Crafting: requires one leek, and a Keen Edge effect and Plant Growth effect.

Black Sludge (Minor)
This sludge appears to be Grimer residue. It's rather unpleasant. Indeed, anyone who is not a Poison Type Pokemon (or Immune to Poison, such as Steel Type Pokemon) is Sickened while holding it. Poison Type Pokemon, on the other hand, gain Fast Healing 1 while holding it.
Crafting: requires residue from an Ooze and any kind of poison - including the Poison spell.

Expert Belt (Minor)
It looks like an ordinary martial arts belt, but it is in fact imbued with mystical energy. The wearer of this deals an additional +1 damage per 2 HD with any Super Effective hits they land. The wearer is also such an expert that they can gain Proficiency with any weapon or armour by practicing with it for an hour (weapons) or wearing it for a day (armour) and making a DC 10 Intelligence check.
Crafting: requires a martial arts belt or rope belt, and the spell Master's Touch.

Life Orb (Minor)
This sphere glows with an awesome power, and draws upon the lifeforce of the holder to empower their attacks, helping them kill foes even at the cost of their own life force. All attacks made by the holder, even through Spells and such, have the Vicious quality.
Crafting: requires a crystal ball and the Blade of Blood spell.

Red Card (Minor)
This red card, from football, has actually been imbued with special power, designed to send people off for fouling. In combat, it's pretty handy. The first time in any day that someone hits the holder with a melee attack, the attacker is subject to a Shadow Well effect (Charisma-based) as they are temporarily banished to another dimension. In Contests, if someone attacks or interferes with the holder, ruining their attempt in some way, the attacker is banished and skips their next turn. This uses up the daily use of the card.
Crafting: requires a piece of card and the Shadow Well spell.

Quick Claw (Moderate)
This highly-prized item seems to come from one of the faster Pokemon, but still carries a fragment of the energy. When equipped, the Pokemon gains an Enhancement Bonus to Speed of +5' per 3 HD and an Enhancement Bonus to Initiative of +1 per 3 HD. Additionally, moving out of a threatened square never provokes Attacks of Opportunity for them, and whenever they make a Run action, they are so fast they have a Blur effect until their next turn. In Contests, the bonus to Initiative still applies.
Crafting: requires a claw and the Haste spell.

Air Balloon (Minor)
The holder of this magically powered balloon happily floats along, unaffected by the rough, painful ground: they can Levitate at will. If the balloon bursts (Hardness 0, 1 HP), they fall, and not in the Featherfall kind of way. The balloon will regenerate within an hour, though! Be careful, as there is always a chance that an "air balloon" is actually a Drifloon, waiting to strike (Spot DC 30).
Crafting: requires a balloon and any [Air] spell or Levitate.

Destiny Knot (Minor)
This is a length of rope with a special impossible knot. If the holder is affected by a [Charm] or [Fascinate] effect, the creature that caused the effect is also affected as though the holder exposed them to the effect - there is no saving throw, if one is affected, the other also is. This also grants an Enhancement Bonus of +1 per 2 HD to Knowledge: History and Knowledge: The Planes, due to their ability to examine destiny and fate.
Crafting: requires a piece of rope and a [Charm] spell.

Rocky Helmet (Moderate)
This helmet is made of rock, and protects the wearer, mostly by damaging everything that hits it. Any time anyone hits the wearer with a Natural Weapon or Unarmed Attack, they suffer damage equal to the wearer's Hit Dice. The wearer also gains DR 5/- and any attacks they have that are described as a Headbutt gain an Enhancement Bonus to attack and damage rolls of +1 per 3 Hit Dice, becoming a [Rock] effect.
This adds +2 to skill checks in Tough Contests.
Crafting: requires a helmet and any of the Karmic ___ spells.

King's Rock (Moderate)
This is the rock of kings, something that anyone should be proud to own. It is worn like a crown, and people who see it have the urge to hail the king - the king of kings. When struck, they'll get on their knees, dogs that they are. In all seriousness, any time the wearer damages someone with a melee attack that has no other effect requiring a Saving Throw, the target must pass a Will Save (Charisma-based) or Cower for 1 round. In Cool Contests, the wearer just flat out gets one extra point right at the start.
Crafting: requires a rock and any [Fear] spell.

Metal Coat (Moderate)
This is a highly adjustable metal jacket that can be worn by any creature of any shape or size, granting an Armour Bonus of 3 with an Enhancement Bonus of +1 per 3 Hit Dice and Light Fortification. It also treats all [Steel] effects as though the wearer had 2 HD more than they actually do (such as increasing damage, the Save DC and so on). Rhydon, Rhyhorn and Rhyperior fucking love these, and treat their HD as 3 more for the purpose of [Steel] effects. They also gain +5 to their DR (or gain DR 5/- if they somehow lack any) when wearing these.
Crafting: requires a jacket and the Ironskin spell.

Razor Claw (Minor)
These incredibly sharp claws can just about cut time. They're lucky they don't slice through the earth and head towards the core! A Pokemon that equips one enjoys an Enhancement Bonus to their Critical Threat Range of +1 per 4 HD, which happens after any doubling or whatever from other effects. This doesn't only apply to their natural weapons, for the record. It's magic like that. This is highly prized by Sneazel and Weavile, who treat the bonus as 1 higher.
Crafting: requires the claw of a pokemon with a threat range of 19-20 or better and the Keen Edge spell.

Rose Incense (Minor)
This is an incense burner that never runs out, constantly wafting a sweet rose scent out to relax people. And also to power up plants. The wielder treats their HD as 2 higher for the purpose of any [Grass] moves they use, unless they're a Budew, Roselia or Roserade, in which case they treat it as 3 higher. It also grants a +2 bonus on Beauty skills, or +3 for the aforementioned Pokemon. It also has the tendency to attract Combee and Beedrill swarms, which can be bad.
Crafting: requires rose petals and a [Charm] effect or the Plant Growth spell.

Sea Incense (Minor)
This is an incense burner that never runs out, constantly wafting a fresh ocean scent out to keep people alert and salty. And mostly to make the water stronger. The wielder treats their HD as 2 higher for the purpose of any [Water] moves they use, and increases their Swim Speed by 15 feet.
Crafting: requires incense and a [Water] spell or effect.

Odd Incense (Minor)
This is an incense burner that never runs out, constantly wafting an eerie maguical scent out to open the mind and boost psychic energy. The wielder treats their HD as 2 higher for the purpose of any [Psychic] moves they use, and gains a +2 Bonus to all Smart Skills. Any Pokemon with the Meditate ability treats the above bonuses as +3 instead.
Crafting: requires incense and a [Psychic] or [Mind-Affecting] effect

Spell Tag (Minor)
This eerie ofuda helps channel otherworldly energies, making magic and spirits more powerful. The wearer treats their HD as 2 higher for [Ghost] moves, and their Caster Level as 2 higher (and Save DC as 1 higher) for all Spells they cast. If their Spells are [Ghost] effects, these do not stack.
Crafting: requires an ofuda and the Ghost Touch spell.

Mystic Plates (Minor)
Each Type except Normal has a plate associated with it. These ancient things predate time itself, apparently, and have great power. Whoever holds a Mystic Plate treats their HD as 2 higher for the purposes of abilities with that Type. Some creatures also change type based on the Plate held.
Crafting: ???

Blackbelt (Minor)
This isn't just a martial arts blackbelt, it's actually charged with kung fu power to make fighting moves even better. The wearer treats their HD as 2 higher for [Fighting] moves, and gains a +2 Bonus to Tough skills. Fighting Pokemon typically duel each other over these, the winner taking the belt, so don't be surprised to find some turned into pro wrestling title belts.
Crafting: requires a blackbelt and a Fighting Style.

Charcoal (Minor)
This is not just the remnant of a burnt thing. It's the remnant of a burnt magical thing. The holder treats their HD as 2 higher for [Fire] moves, and any [Fire] move that has a duration other than Instantaneous or Permanent sees a 1 round increase in its duration. This actually gives a -1 Penalty in Beauty Contests because of how messy it is.
Crafting: requires a piece of wood, expensive oils and a [Fire] spell.

Hard Stone (Minor)
This is a hard stone. A really, really hard stone. So hard it's unnatural. This can be used as an Orcish Shotput or Halfling Skiprock, in which case it's treated as though made of Adamantine. More importantly, the wielder treats their HD as 2 higher for [Rock] moves, and gains a +2 bonus to all Tough Skills. Golems love these, and gain +5 to their DR when equipping them.
Crafting: requires a hard rock and the Stoneskin spell.

Dragon Fang (Minor)
This is not a cheap knock-off, it's actually the tooth taken from a living dragon, still loaded with power. These are usually worn on necklaces, and the wearer treats their HD as 2 higher for [Dragon] moves, as well as adding 10' to any Fly or Swim speeds. They also gain a +4 Bonus to Intimidate Dragons and Dragon Type Pokemon.
Crafting: requires the tooth of an actual dragon and the Magic Fang spell.

Magnet (Minor)
This magnet does everything you'd expect a basic handheld magnet to do, but also generates an awesome electric field. The wielder treats its HD as 2 higher for [Electric] moves, and gains a Spiderclimb effect but only for metal walls. Magnemite, Magneton and Magnezone share a special affinity with these: they instead treat their HD as 3 higher, and also gain a Deflection Bonus to AC equal to +1 per 4 HD due to their electromagnetic aura.
Crafting: requires a piece of iron and a spell that deals Electricity damage.

Pink Bow (Minor)
This is a very pretty bow. Note that there are also black bow ties and polka dot bows and silk scarves that do the same thing as this, but usually it's a bow. The wearer treats its HD as 2 higher for [Normal] moves, and gains a +2 Bonus to Cute Skills.
Crafting: requires a bow and a [Charm] effect.

Nevermelt Ice (Minor)
This ice never melts - even if hurled into a volcano. The bearer treats its HD as 2 higher for the purpose of [Ice] moves, and gains a +2 Bonus to Cool Skills, because that's a pun. Furthermore, any enemy that hits with a Lick attack instantly takes Cold damage equal to the HD of the bearer, and must make a Ref Save (DC 15, +1 per 2 HD of the bearer) or actually "steal" it, stuck to their tongue: nobody gains any use of it, and it can't use its Lick and takes 1d6 Cold damage per round until pried off with either a DC 20 Heal check or a DC 20 Strength check (the latter dealing another 1d6 damage).
Crafting: requires some ice and a [Cold] spell. Legend has it there's a type of mage out there that can make vast amounts of this with just a Standard Action.

Poison Barb (Minor)
This is a special ninja creation, designed to jab people with toxic death. The wielder treats their HD as two higher for all [Poison] moves, and if Grappled or hit with a Natural Weapon or Unarmed Attack, can make a special Immediate Action jab with it, treating it as a dagger. If it hits, it lodges into the foe and deals 1d6 Poison damage and 1 Con damage per round until removed - a DC 25 Heal check, or a DC 20 Strength check that also deals 1d10 damage.
Crafting: requires an arrowhead or barbed hook and the Poison spell or a poison.

Sharp Beak (Moderate)
This is a discarded beak that is incredibly sharp, magically so. The wearer treats their HD as two higher for all [Flying] moves, and if they have a Peck attack, it becomes a Magic Weapon with a +1 Enhancement Bonus per 3 Hit Dice. Additionally, their Fly Speed improves in Manoeuvrability by 1 category.
Crafting: requires the beak of a monster that actually has a beak attack (Bite or Peck, generally) and an [Air] spell.

Silver Powder (Minor)
This fine powder actually isn't the crushed shell fragments that some bugs leave behind. It's actual magical silver, but it makes their own bug powder so much better (and grants a nice sheen). If it is rubbed into a Pokemon's shell/carapace/skin, it is attuned to them, and they treat their HD as two higher for all [Bug] moves. Additionally, they treat [Bug] moves as granting +2 in Beauty Contests, and their Natural Weapons count as Silvered for penetrating Damage Reduction/Regeneration.
Crafting: requires 1 pound of powdered silver.

Soft Sand (Minor)
This is really soft, lovely sand. It's so incredibly soft. I could go on all day about its softness. You just want to fill a balloon with it and squish it all day. The holder treats their HD as two higher for all [Ground] moves, and any [Ground] moves they have that have a Duration other than Permanent or Instantaneous gain +1 to the Duration. They also gain Tremorsense out to 30'.
Crafting: requires the magical reshaping sand from It's Hot Outside, or normal dirt/sand and the Move Earth/Shape Earth spell.

Berries and Apricorns:
The Pokemon berries are sort of magical, but they grow naturally. Well, supernaturally but whatever - you don't need a special Druid spell to make them appear. They can be scrounged in the right kind of terrain using the Survival skill. Any given area can only have 3 successful scroungings per day.

Eating a held berry requires a Move-Equivalent Action normally, but Pokemon that have been reduced below 1/2 their maximum HP are hungry enough to gobble it down with a Swift Action. Those with the "Gluttony" ability eat them with a Swift Action normally, and with an Immediate or Free Action when under 1/2 HP.

Apricorns are weird fruitlike things that have a hard shell, then some soft flesh inside, and then another hard stone. They're not great for eating, and are also quite rare, but can be made into special Pokeballs by anyone who can Craft Pokeballs of any variety.

Cheri
Eating this will remove Paralysis and the Stunned condition, along with Entangled if caused by electricity/mind-affecting effects rather than actual entangling terrain. Someone who is completely paralysed must be force-fed, unless they were holding it in their mouth, in which case an Immediate Action can be used to swallow it and avoid the condition in the first place.
Scavenge DC: 15 (Dry, Cool terrain)

Chesto
Eating this removes Sleep, Fatigue and Exhaustion, although in the case of sleep, someone must be force-fed, be able to act while asleep, or have been holding it in their mouth, in which case an Immediate Action can be used to swallow it and avoid the condition in the first place.
Scavenge DC: 18 (Dense forests)

Pecha
Eating this instantly removes any Poison or Disease, including magical ones. Yes, even Lycanthropy can be cured, whatever. It also restores one point of Ability Damage or Drain from each ability score.
Scavenge DC: 18 (Warm, dry terrain)

Rawst
Eating this instantly puts out any fires the creature is suffering from, and cures Burns and Heat-based Fatigue/Exhaustion.
Scavenge DC: 15 (Cool, wet terrain)

Aspear
Eating this thaws someone out, removing all Frostburn damage and the Slow condition, and restoring 1d6 Dex damage/drain. If held in the mouth, it can be swallowed with an Immediate Action to negate being Frozen Solid.
Scavenge DC: 15 (Tropical terrain)

Leppa
Eating this grants a Cure Light Wounds effect (CL = HD)
Scavenge DC: 12 (Most terrain)

Oran
Eating this grants a Cure Moderate Wounds effect (CL = HD)
Scavenge DC: 16 (Dense forests/scrubland)

Sitrus
Eating this grants a Cure Critical Wounds effect (CL = HD)
Scavenge DC: 20 (Tropical terrain)

Lum
Eating this grants a Greater Restoration effect and cures any ailment that is not actually caused by terrain and such.
Scavenge DC: 30 (Most places)

Figy
This is treated as a Goodberry, but it is also very spicy - eating it before a Cool Contest grants a +4 Alchemical Bonus to all skill checks.
Scavenge DC: 20 (Wet soil)

Wiki
This is treated as a Goodberry, but it is also very dry - eating it before a Beauty Contest grants a +4 Alchemical Bonus to all skill checks.
Scavenge DC: 20 (Deserts)

Mago
This is treated as a Goodberry, but it is also very sweet - eating it before a Cute Contest grants a +4 Alchemical Bonus to all skill checks.
Scavenge DC: 20 (Tropical terrain)

Aguav
This is treated as a Goodberry, but it is also very bitter - eating it before a Smart Contest grants a +4 Alchemical Bonus to all skill checks.
Scavenge DC: 20 (Deep forests)

Iapapa
This is treated as a Goodberry, but it is also very sour - eating it before a Tough Contest grants a +4 Alchemical Bonus to all skill checks.
Scavenge DC: 20 (Swamps/wetlands)

Enigma Cure Critical Wounds if hit by a Super Effective move
Eaten normally, this has no immediate effect. However, if hit by a Super Effective move within the next minute, it instantly bestows a Cure Critical Wounds effect (CL = HD). If eaten as an Immediate Action (by a Glutton with low HP), it triggers instantly - so they needn't predict when they'll be hit by such an effect.
Scavenge DC: ??? (Not found in normal ground)

Liechi
When eaten, this grants a +4 Alchemical Bonus to Strength for 3 rounds.
Scavenge DC: 25 (Dry, rocky terrain)

Salac
When eaten, this grants a +4 Alchemical Bonus to Dexterity for 3 rounds.
Scavenge DC: 25 (Arctic terrain)

Ganlon
When eaten, this grants a +4 Alchemical Bonus to Constitution for 3 rounds.
Scavenge DC: 25 (Soft, wet soil)

Starf
When eaten, this grants a +4 Alchemical Bonus to Intelligence for 3 rounds.
Scavenge DC: 25 (Grasslands where many flowers bloom)

Apicot
When eaten, this grants a +4 Alchemical Bonus to Wisdom for 3 rounds.
Scavenge DC: 25 (Jungles)

Petaya
When eaten, this grants a +4 Alchemical Bonus to Charisma for 3 rounds.
Scavenge DC: 25 (Dense forests)

Jaboca
When eaten, this causes a growth of spines, as though wearing Armour Spikes - and deals this damage to any who hit with a Natural Weapon or Unarmed Attack. These effects last for one hour.
Scavenge DC: ??? (Not naturally found)

Rowap
When eaten, this grants Psychic Poison (Charisma-based) for one hour.
Scavenge DC: ??? (Not naturally found)

Micle
When eaten, this grants a True Stroke effect.
Scavenge DC: 22 (Anywhere with sufficient corpses used for fertiliser)

Custap
The round after this is eaten, the consumer jumps to the head of the Initiative, going first. This lasts until Initiative ends.
Scavenge DC: 30 (Deep in forests)

Lansat
Eating this doubles the consumer's Critical Threat Range on all attacks for the next minute.
Scavenge DC: 30 (Swamps and marshes)

Black Apricorn
This is used to craft a Heavy Ball: against Fine and Diminutive Pokemon, it is a half-strength Pokeball. Against Tiny and Small Pokemon it is a Pokeball. Against Medium Pokemon it is a Great Ball. Against Large and Huge Pokemon it is an Ultra Ball. Against Gargantuan and Colossal Pokemon, it is a Maximised Ultra Ball. Against BigLargeMcFuckenHuge and bigger Pokemon, it is a Master Ball.
Can also be used to make a Sour Chilli Aprijuice, granting a +3 Bonus on Cool and Tough Contests for the next hour.
Scavenge DC: 30 (temperate areas with few other plants other than grass)

Pink Apricorn
This is used to craft a Love Ball: it is a Pokeball normally, unless used against a Pokemon that is currently fighting against a sexually compatible Pokemon - a Pokemon of the opposite sex who fills at least two of the following criteria:
[*]Same Pokemon Type(s)
[*]Same Hit Die/Monster Type
[*]Same Subtype(s) - not including "No Subtypes"
[*]Same Size
[*]Part of the same Evolution Family
If two criteria are met (and the Pokemon is of the opposite sex), it is a Great Ball. If three or more are met, it is an Ultra Ball. In either of these two cases, if the Pokemon is under a [Charm] effect of the Pokemon it is facing, it is a Master Ball.
Can also be used to make a Sweet Aprijuice, adding a +3 Bonus to Cute Contests for 1 hour.
Scavenge DC: 30 (very wet freshwater terrain with no other trees or berries around)

Yellow Apricorn
This is used to craft a Moon Ball: it is a Pokeball, unless used on Igglybuff, Jigglypuff, Wigglytuff, Cleffa, Cleffairy, Cleffable, Skitty, Delcatty, Nidoran (either), Nidorina, Nidorino, Nidoking or Nidoqueen in which case it is a Master Ball.
Can also be used to make a Bitter Aprijuice, adding a +3 Bonus to Smart Contests for 1 hour.
Scavenge DC: 30 (dry, mountainous areas of high altitudes)

Blue Apricorn
This is used to craft a Lure Ball: it is a Pokeball, except against water-dwelling creatures, in which case it is an Empowered Ultra Ball.
Can also be used to make a Dry Aprijuice, adding a +3 Bonus to Beauty Contests for 1 hour.
Scavenge DC: 30 (inside caves)

Note: making an Aprijuice requires a DC 10 Intelligence check, otherwise it just makes a sludge that is unpleasant. On a 20 or more, it is particularly smooth and tasty, and the bonus increases to +5.

Hypo-Spray Potions:
Any Potion can be made into a Hypo-Spray version. This requires a Move-Equivalent Action to apply - to yourself, or to a creature or object in your square or an adjacent square. Quick and easy!
These are sold for 1.5x the price, unless you produce a valid Trainer ID in which case it is merely 1.1x the price.
Crafting: requires the base potion and either an actual mechanical pump-spray (DC 25 Craft check and 1 hour) or a [Water], [Dragon] or [Psychic] effect (as long as the [Psychic] effect is of the telekinetic variety).

Gym Badges:
These show the world how awesome the bearer is, and also provide small boosts in power to their pokemon, along with the teaching of certain moves.
[*]Aqua Badge: for mastery of Water Type Pokemon. Your [Water] Pokemon ignore obstructions in water, like mud, tangling seaweed, strong currents, foam and so on, and can climb waterfalls and move through whirlpools with ease. Additionally, you can teach all of your Pokemon Bubble Beam (Su): it unleashes a Short Line effect that deals 2d6 damage, plus the Pokemon's hit dice plus Charisma Bonus, with a Reflex Save for half damage (Charisma-based). Those who fail the save have froth, foam and bubbles obscuring their vision and are Blinded for one round. This is a [Water] effect that can be used at will.
[*]Boulder Badge: for mastery of Rock Type Pokemon. All of your [Rock] Pokemon have Tremorsense out to Close Range, and gain a Burrow Speed equal to half their normal speed. Additionally, each of your pokemon can cast Stone Shape (Sp) once per hour as a [Rock] effect.
[*]Cinder Badge: for mastery of Fire Type Pokemon. All of your [Fire] Pokemon ignore all adverse weather, and provide an aura (with a radius equal to their size) of protection from environmental cold, hail, snow and rain. Additionally, you can teach each of your Pokemon to cast Fireball (Sp) once per hour. A failed save results in all consumable items on the target being consumed by the fire. This is a [Fire] effect.
[*]Dusk Badge: for mastery of Dark Type Pokemon. All of your [Dark] Pokemon are "immune" to Tremorsense, Scent, Blindsense, Blindsight and similar "You automatically lose at Stealth" type things - they are able to use Hide and Move Silently as though everyone lacked those abilities. You can also teach all of your pokemon the Pursuit (Ex) ability: any time an opponent leaves their Threatened Square, even with a Withdraw movement or by Tumbling, they may take an Attack of Opportunity as a [Dark] effect. If it hits, it is an automatic Critical Hit.
[*]Eerie Badge: for mastery of Ghost Type Pokemon. All of your [Ghost] Pokemon can see through any object they are touching or inside, so they can do ambush attacks from inside walls. Also, you can teach your Pokemon Hex (Su): with a Standard Action, it can level a Hex upon a foe it can see. The foe must pass a Will Save (Charisma-based, with a +2 racial bonus) or suffer 4 nonlethal damage per hit die. If the foe is suffering from any affliction, such as being on fire, they suffer a -3 penalty on the Saving Throw and suffer double damage on a failed Save. This can be used once per minute. This is a [Ghost] effect. .
[*]Ferrous Badge: for mastery of Steel Type Pokemon. All of your [Steel] Pokemon are Immune to Stunning, and you can teach all of your Pokemon Iron Head (Ex): they get a [Steel] type Slam that deals 1d8 (Medium) plus 1.5x Strength Bonus, and the foe must pass a Fort Save (Strength-based) or be Staggered for 1 round.
[*]Glacier Badge: for mastery of Ice Type Pokemon. All of your [Ice] Pokemon generate sufficient frost and mist to outline all invisible foes within 30' like Glitterdust, and increases any Miss Chance they have against enemy attacks by 10%. Additionally, you can teach your Pokemon Icy Breath (Ex): once per minute they can use a Standard Action to make a Ranged Touch Attack out to Close Range. This deals 1d6 + Hit Dice + Charisma Bonus in Cold damage, and any hit is a Critical Hit - so absent immunities to critical hits and any special critical multipliers, it always deals 2d6 + 2*(Hit Dice + Charisma Bonus). This is an [Ice] effect. In a Contest, any success of this is a huge success.
[*]Hurricane Badge: for mastery of Flying Type Pokemon. All of your [Flying] Pokemon increase their Manoeuvrability to (Perfect). Additionally, you can teach your Pokemon Tailwind (Sp): they can cast Mass Haste once each per day as a [Flying] effect. In a Contest, using this means they automatically go first on the following turn.
[*]Insect Badge: for mastery of Bug Type Pokemon. All of your [Bug] Pokemon ignore Cover for all of their attacks, except for 100% Cover (aka "On the other side of a solid wall, literally no way to attack"). Additionally, you can teach all of your Pokemon to cast Sudden Swarm as a [Bug] Spell-Like Ability once each per hour.
[*]Kinesis Badge: for mastery of Psychic Type Pokemon. All of your [Psychic] Pokemon are able to read your mind and co-ordinate their actions to what you want, even if you are dominated into giving a different command, or are sleeping. Additionally, all of your Pokemon can cast Ego Whip (Charisma-based) once per day as a [Psychic] Spell-Like Ability.
[*]Martial Badge: for mastery of Fighting Type Pokemon. All of your [Fighting] Pokemon gain Scrappy as a Bonus Feat. Additionally, you can teach all of your pokemon Bulk-Up (Su): they may grow one size category with a Standard Action, gaining all effects of such. This lasts for a minute and cannot be used again while still in effect. This is a [Fighting] effect.
[*]Plains Badge: for mastery of Ground Type Pokemon. All of your [Ground] Pokemon gain either Sand Rush, Sandstream or Sand Veil as a Bonus Feat (but still can't have both Sandstream and either of the others). Additionally, all of your Pokemon can learn Soften Earth (Sp), casting it as a [Ground] effect at will.
[*]Royal Badge: for mastery of Dragon Type Pokemon. All of your [Dragon] Pokemon double their Movement Speeds and can Detect Gold and Gems out to 500 feet. Additionally, you can teach all of your Pokemon Dragon Pulse (Su): it gains a Breath Weapon that can be used once per 4 rounds, reaching into a Medium Cone. All in the area take 1d6 damage per hit die with a Reflex Save for half (Charisma-based). Those that fail the save must make a Will Save (same DC) or be Confused for 1 minute. This is a [Dragon] effect.
[*]Steady Badge: for mastery of Normal Type Pokemon. All of your [Normal] Pokemon gain Mood Maker as a Bonus Feat. Additionally, you can teach all of your Pokemon Facade (Ex): with a Standard Action, it can make a Slam attack (1d8 + double Strength Bonus) which is a [Normal] effect. For each harmful status condition the user is afflicted by (such as Nausea, Fatigue, Anchoring, Confusion, Poison, Disease, [Fear] effects and so on), raise the damage die one "size" and add a +1 Enhancement Bonus to the attack and damage roll.
[*]Toxin Badge: for mastery of Poison Type Pokemon. All of your [Poison] Pokemon can see through all smoke, mists, clouds, and such, and all liquids, and your Pokemon can each cast Stinking Cloud (Charisma-based) once per hour as a [Poison] Spell-Like Ability.
[*]Volt Badge: for mastery of Electric Type Pokemon. All of your [Electric] Pokemon radiate light as per Ghost Lantern and can activate electrical machinery as though by Telekinesis. Additionally, you can teach all of your Pokemon Shockwave (Su): the pokemon spends a Standard Action, and all adjacent creatures are automatically hit for 1d6 Electricity damage plus its Charisma Bonus plus its Hit Dice. This even hits Ethereal and Incorporeal creatures, and those with any amount of Cover or Concealment.
Note that any given Pokemon can only know one 'Badge' move at a time. Learning a new one will overwrite the existing one.
Last edited by Koumei on Thu Oct 11, 2012 12:57 am, edited 25 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Post by Koumei »

There. All those items are now done. That took fucking ages, yes.

Beldum (CR 1)
Small Elemental [Metal, Psionic]
12 8 13 7 11 8
1d8+2 (6 HP)
Initiative -1
Speed: 10' Fly 20' (Clumsy)
BAB/Grab: +0/-3
Attack: Slam +2 (1d8+1)
AC: 13 (+1 size, -1 Dex, +3 Natural)
touch 10, flat-footed 13
F +3 R -1 W +0
Feats: Improved Toughness
Skills: Concentrate +5
Special Attacks: Metal Head, Soaring Headbutt
Special Qualities: Damage Reduction 3/-, Psychic Pokemon Traits, Steel Pokemon Traits, Clear Body
Advancement: 2-3 HD (Small), evolves into Metang at 4 HD

Metal Head (Ex): Beldum is made out of a weird, glassy metal. At any rate, its Slam is a [Steel] effect. Additionally, it hits as though one size category larger.

Soaring Headbutt (Ex): When charging, Beldum can add 5' per HD to its Fly Speed if it so wishes.

Clear Body (Ex): Some effects seem to just go straight through Beldum. It is immune to Ability Damage and Ability Drain.

Advancement:
It gains +1 Natural Armour per Hit Die. At 3 HD it gains:
Bullet Punch (Ex): Beldum may make a Slam attack with a Swift Action, gaining any bonuses it would get for charging. This is a [Steel] effect. In a Contest, it may automatically go first (rolling off between multiple automatic-firsts), using this ability.

Note: if using Tome Feats, replace Improved Toughness with Great Fortitude.

Metang (CR 4)
Medium Elemental [Metal, Psionic]
16 8 17 13 15 10
4d8+16 (34 HP)
Initiative -1
Speed: 30' Fly 60' (Good)
BAB/Grab: +3/+6
Attack: 2 Slams +6 (1d8+3)
AC: 17 (-1 Dex, +8 Natural)
touch 9, flat-footed 17
F +7 R +0 W +6
Feats: Improved Toughness, Iron Will
Skills: Concentrate +10, Survival +9, Knowledge: Architecture and Engineering +8
Special Attacks: Metal Arms, Zen Headbutt, Telekinesis, Bullet Punch, Confusion
Special Qualities: Damage Reduction 6/-, Psychic Pokemon Traits, Steel Pokemon Traits, Clear Body, Double-Mind
Advancement: 5-7 HD (Medium), 8-9 HD (Large), Evolves into Metagross at 10 HD

Metal Arms (Ex): Each of Metang's arms is a Beldum. Its Slam attacks are [Steel] effects.

Confusion (Sp): Metang may cast Confusion at will

Zen Headbutt (Su): At the end of a round in which it hasn't used a Full Round or Standard Action, Metang may spend a Swift action. An opponent in a square it threatens has then been attacked by the Zen Headbutt - the attack has already been made, however, so it is too late to react with an Immediate action, an Attack of Opportunity or anything like that.

Metang makes an attack roll as normal, and if it succeeds, the opponent unwillingly gains enlightenment into the fact that they have received a headbutt. They take 1d6 damage per 2 HD, plus double its Intelligence modifier, and must make a Fortitude save (Wisdom-based) or be stunned for one round. Once a Zen Headbutt has been performed, it cannot have been performed again for four rounds. The sample Metang has a Save DC of 14. This is a [Psychic] effect.

In Contests, Metang can elect to automatically go last, using this, however during that Round, nothing can interfere with or penalise its action.

Bullet Punch (Ex): Metang may make a Slam attack with a Swift Action, gaining any bonuses it would get for charging. This is a [Steel] effect. In a Contest, it may automatically go first (rolling off between multiple automatic-firsts), using this ability.

Telekinesis (Su): While concentrating, Metang has Telikinetic control over itself, allowing itself to fly. It may also use this to handle objects via Telekinesis, but must land to do so, and cannot use this to manipulate foes (such as Violent Thrust and so on). This is a [Psychic] effect.

Double-Mind (Ex): Metang has two minds. It can maintain Concentration on one ability as a Free Action without affecting its other actions, and gains two saving throws against any [Mind-Affecting] effect, picking the higher result.

Additional Hit Dice:
Every Hit Die, increase Natural Armour and Intelligence by +1.
At 9 HD, Telekinesis can be used to affect foes normally.

Note: if using Tome Feats, replace Improved Toughness with Great Fortitude.

Metagross (CR 10)
Large Elemental [Metal, Psionic]
24 6 25 19 19 14
10d8+80 (125 HP)
Initiative -2
Speed: 30' Fly 60' (Good)
BAB/Grab: +7/+18
Attack: 2 Slams +14 (2d6+7)
AC: 23 (-2 Dex, -1 Size, +16 Natural)
touch 7, flat-footed 23
F +17 R +1 W +10
Feats: Improved Toughness, Iron Will, Great Fortitude, Weapon Focus: Slam
Skills: Concentrate +20, Survival +17, Knowledge: Architecture and Engineering +17, Knowledge: the Planes +17, Knowledge: History +17, Knowledge: Nature +17
Special Attacks: Metal Arms, Zen Headbutt, Telekinesis, Bullet Punch, Spell-Like Abilities
Special Qualities: Damage Reduction 12/-, Psychic Pokemon Traits, Steel Pokemon Traits, Clear Body, Double-Mind, Miracle Eye
Advancement: 11 HD (Large), 12-13 HD (Huge), 14-16 HD (Gargantuan), 17-18 HD (Colossal), 19+ HD (BigLargeMcFuckenHuge)

Metal Arms (Ex): Each of Metagross' arms is a Beldum. Its Slam attacks are [Steel] effects.

Zen Headbutt (Su): At the end of a round in which it hasn't used a Full Round or Standard Action, Metagross may spend a Swift action. An opponent in a square it threatens has then been attacked by the Zen Headbutt - the attack has already been made, however, so it is too late to react with an Immediate action, an Attack of Opportunity or anything like that.

Metagross makes an attack roll as normal, and if it succeeds, the opponent unwillingly gains enlightenment into the fact that they have received a headbutt. They take 1d6 damage per 2 HD, plus double its Intelligence modifier, and must make a Fortitude save (Wisdom-based) or be Stunned for one round. Once a Zen Headbutt has been performed, it cannot have been performed again for four rounds. The sample Metagross has a Save DC of 19. This is a [Psychic] effect.

In Contests, Metagross can elect to automatically go last, using this, however during that Round, nothing can interfere with or penalise its action.

Bullet Punch (Ex): Metagross may make a Slam attack with a Swift Action, gaining any bonuses it would get for charging. This is a [Steel] effect. In a Contest, it may automatically go first (rolling off between multiple automatic-firsts), using this ability.

Telekinesis (Su): While concentrating, Metagross has Telikinetic control over itself, allowing itself to fly. It may also use this to handle objects via Telekinesis (exactly as per the spell), but must land to do so. This is a [Psychic] effect.

Double-Mind (Ex): Metagross has two minds. It can maintain Concentration on one ability as a Free Action without affecting its other actions, and gains two saving throws against any [Mind-Affecting] effect, picking the higher result.

Spell-Like Abilities (Sp): at will - Confusion; 1/hour - Overwhelm. These are both [Psychic] effects.

Additional Hit Dice:
Every HD, increase Natural Armour, Intelligence and Damage Reduction by +1.
Every 2 HD, increase Strength or Wisdom by +1.

At 15 HD it gains Meteor Mash (Ex): when making a charge attack, Metagross collides with the force of a meteor, dealing an additional 1d6 damage per hit die and knocking the foe Prone. Additionally, the ground explodes into a crater with a 30' radius, and all in the area also take the extra damage, with a Fortitude Save for half (Strength-based). This is a [Steel] effect. In a Contest, Metagross may elect to go last after Turn Order is rolled, using this ability. If it succeeds, it gains one extra point for each Pokemon that "overtook" it in Turn Order. However if it rolls high enough to gain 2 points (before taking the bonus from this ability into account), the stage is destroyed and the Contest ends there - no further Rounds happen.
Last edited by Koumei on Sat Sep 08, 2012 5:37 am, edited 3 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by Prak »

Koumei wrote:Expert Belt (Minor)
It looks like an ordinary martial arts belt, but it is in fact imbued with mystical energy. The wearer of this deals an additional +1 damage per 2 HD with any Super Effective hits they land. The wearer is also such an expert that they can gain Proficiency with any weapon or armour by practicing with it for an hour (weapons) or wearing it for a day (armour) and making a DC 10 Intelligence check.
Fucking Machamps in full plate with four greatswords. Badass.
Wiki
This is treated as a Goodberry, but it is also very dry - eating it before a Beauty Contest grants a +4 Alchemical Bonus to all skill checks.
Scavenge DC: 20 (Deserts)
Should also grant a bonus to Knowledge checks made for a short period of time.
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 »

That makes a good joke, but the problem is that it is a Beauty+ berry, not a Smart+ one.

I should cover the 5G water starter... and the Braviary line... and ___Krow. Oh, and Garchomp! And Eelektric...
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by Prak »

and the regis, 5g legendaries, etc.
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 »

For the record, the video game sizes are bullshit. I mean, the dog is bigger than the massive rock things. Metagross is apparently Medium or Large, when in the anime it's Huge at the smallest. Likewise many of the "big" things. The Regis should all be BigLargeMcFuckenHuge. Regigigas should possibly be bigger than that. We need to get a name for that size category.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by Prak »

Mister?

(As in, "my dick is so big, it makes me call it Mr. Dick")

edit: yeah, those are some fucked sizes. I'm seriously taller than Regirock is supposed to be, and Regigigas is seriously large size. Groudon too. Regigigas supposedly dragged continents into place and so should probably be at least large enough that you could see it if you were far enough away to see the entire continent. Groudon should be large enough that you can ride on it's head, and be no burden whatsoever.
Last edited by Prak on Mon Sep 10, 2012 3:38 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Maxus »

I've noticed Japan has a weird thing with mass to begin with, and Pokemon has a problem with it in particular. If I recall right, in Tales of Symphonia, the hero, Lloyd, is 5'8", but weighs 128 pounds (58 kg). Wailord is freakin' gigantic--45 feet tall, who knows how long--but is listed at 882 pounds, which means it is so light it can't even be filled with helium.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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

Regirock
BigLargeMcFuckenHuge Elemental (Earth)
41 8 30 5 15 10
HD: 10d8+160 (205 HP)
Init -1
Speed: 60'
BAB/Grab: +7/+42
-2 Slams +15 (8d6+15)
AC: 31 (-8 Size, -1 Dexterity, +30 Natural)
flat 31, touch 1
Fort +20 Ref +2 Will +5
Feats: Improved Toughness, Power Attack, Weapon Focus: Slam, Great Fortitude
Skills: Survival +15
Special Attacks: Rocky, Stone Edge, Earthquake, Siesmic Stomp, Smackdown
Special Qualities: Regi Toughness, Rock Pokemon Traits, Damage Reduction 10/-
Advancement: 11+HD (BigLargeMcFuckenHuge)

Rocky (Ex): Regirock's Slam attacks are [Rock] effects.

Stone Edge (Ex): With a Standard Action, Regirock can make a special Slam attack: its fist becomes a sharpened rock "blade", and smashes into the enemy, shattering into granite shards. The Slam has a 16-20 Threat Range (11-20 if its Slam's threat range is normally doubled), and each d6 of damage is increased to d8. This is a [Rock] effect. In Contests, it gains an additional point if it wins one or more points.

Smackdown (Ex): Regirock is able to fire boulders at people with a Standard Action. Fortunately for it, these are so large that it doesn't make a ranged attack: the target must pass a Reflex Save to avoid it (Strength-based), though if they are lower than waist height (30' from the ground) they gain a +4 bonus to the save - it's hard to aim down. Anything hit takes 8d6 damage and falls Prone - flying creatures stop flying and begin falling. This is a [Rock] effect. The sample Regirock has a Save DC of 30. In Contests, if anyone else has already used a [Flying] move in that Round, they automatically go last next Round, and cannot use a [Flying] move on that Round.

Earthquake (Sp): at will. This is a [Ground] effect. The Save DC is Constitution-based (25 for the sample Registeel). If used in a Contest, after resolving its affects the Contest immediately ends, the pavillion destroyed.

Siesmic Stomp (Ex): With a Standard Action at will, Regirock can stomp on the ground, causing massive tremors. It can make a Trip attempt against every creature in Medium Range, and anything that is Tripped also takes damage as if hit by Regirock's Slam. This is a [Ground] effect. In a Contest, everyone acting after Regirock when it uses this takes a -3 penalty.

Regi Toughness (Ex): Regirock gains an additional 5 HP per hit die.

Additional Hit Dice:
Every hit die, increase Strength, Constitution, Damage Reduction and Natural Armour by 1.

At 15 Hit Dice, it learns Rock Tomb (Ex): once per minute, it may make a special Slam attack against a creature on the ground. If it hits, then as well as dealing damage, it buries the foe 5' underground per 5 points of damage dealt. They have a Fortitude Save (Strength-based) to negate this extra movement, otherwise they're likely to be stuck there. This is a [Rock] effect. If used in a Contest, whoever acts immediately after Regirock misses their turn.

Note: if using Tome Feats, replace Improved Toughness with Juggernaut, Power Attack with Blitz and Weapon Focus with Combat School.

Registeel
BigLargeMcFuckenHuge Elemental (Metal)
31 8 30 5 15 10
HD: 10d8+160 (205 HP)
Init -1
Speed: 60'
BAB/Grab: +7/+37
-2 Slams +10 (8d6+10)
AC: 41 (-8 Size, -1 Dexterity, +30 Natural, +10 Armour)
flat 41, touch 1
Fort +20 Ref +2 Will +5
Feats: Improved Toughness, Power Attack, Weapon Focus: Slam, Great Fortitude
Skills: Survival +15
Special Attacks: Metal Fists, Metal Compression, Curse, Iron Head
Special Qualities: Regi Toughness, Steel Pokemon Traits, Damage Reduction 15/-, Armoured Body
Advancement: 11+HD (BigLargeMcFuckenHuge)

Metal Fists (Ex): Registeel's Slams are [Steel] effects and ignore all Damage Reduction ever.

Metal Compression (Ex): With a Full Round Action, Registeel can leap into the air and land on a 60x60' are starting adjacent to it. All creatures in the area are entitled to a Reflex Save (Strength-based) to move out of the way - place them next to the area. Those that fail take 2d6 damage per hit die and are knocked Prone and Pinned. Registeel is then Dazed until the end of its next turn. The sample Registeel would deal 20d6 damage with a DC of 30. This is a [Steel] effect. If used in a Contest, after resolving its affects the Contest immediately ends, the pavillion destroyed.

Armoured Body (Ex): Registeel has an Armour Bonus to AC of +6, with an Enhancement Bonus of +1 per 3 HD (round up). It can have magical enhancements added.

Curse (Su): Once per hour, Registeel may curse itself - it takes 4 points of Dexterity damage, but gains a +6 Enhancement Bonus to Strength and Constitution for the next hour. This is a [Ghost] effect.

Iron Head (Ex): With a Standard Action, Registeel may deliver a special headbutt: treat this as a Slam that forces the foe to attempt a Fortitude Save (Strength-based). If they fail the save, they are Stunned for 1 round. The sample Registeel has a Save DC of 30. This is a [Steel] effect.

Regi Toughness (Ex): Registeel gains an additional 5 HP per hit die.

Additional Hit Dice:
Every hit die, increase Strength, Constitution, Damage Reduction and Natural Armour by 1.

At 15 HD, it gains Flash Cannon (Su): with a Standard Action, it may reflect a blast of light in a Long Line. All creatures in the area take 5d6 damage and are Blinded for 1 round, with no saving throw. This is a [Steel] effect.

Note: if using Tome Feats, replace Improved Toughness with Juggernaut, Power Attack with Blitz and Weapon Focus with Combat School.

Regice
BigLargeMcFuckenHuge Elemental (Cold)
31 8 30 5 25 10
HD: 10d8+160 (205 HP)
Init -1
Speed: 60'
BAB/Grab: +7/+37
-2 Slams +10 (8d6+10)
AC: 26 (-8 Size, -1 Dexterity, +25 Natural)
flat 26, touch 1
Fort +20 Ref +2 Will +10
Feats: Improved Toughness, Power Attack, Weapon Focus: Slam, Great Fortitude
Skills: Survival +20
Special Attacks: Ice Punch, Avalanche, Blizzard
Special Qualities: Regi Toughness, Ice Pokemon Traits, Damage Reduction 10/-
Advancement: 11+HD (BigLargeMcFuckenHuge)

Ice Punch (Ex): Regice's Slam attacks are [Ice] effects. Additionally, anyone hit must pass a Fortitude Save (Strength-based) or be Slowed by cold for one round. The sample Regice has a Save DC of 25.

Regi Toughness (Ex): Regice gains an additional 5 HP per hit die.

Avalanche (Ex): Once per hour with a Full Round Action, Regice can gather all of its might and bring a massive cascade of ice and snow to the ground around it. All creatures within Close Range are hit for 1d8 damage per hit die, with a Reflex Save for half (Constitution-based). Those that fail the save must pass a Fortitude Save (same DC) or be Frozen Solid. This provokes Attacks of Opportunity, but any creature that makes such an attack automatically fails its Reflex Save. If it is knocked out or killed by such an attack, the Avalanche is disrupted and doesn't happen. This is an [Ice] effect. The sample Regice has a DC of 25.

In a Contest, Regice may elect to go last, using this. It then gains an extra point for every enemy that overtook it.

Blizzard (Sp): Once per minute, Regice may unleash a Cold-Substituted Firestorm that deals 1d6 Dex damage to every foe that fails the save. The Save DC is Wisdom-based. This is an [Ice] effect, and the sample Regice has a DC of 22.

Additional Hit Dice:
Every hit die, increase Strength, Constitution, Wisdom and Natural Armour by 1.

At 15 HD, it can cast Iceberg (Sp) once per minute (Wisdom-based). This is an [Ice] effect. In a Contest, after any points are gained, it crushes the stadium, ending the Contest.

Note: if using Tome Feats, replace Improved Toughness with Juggernaut, Power Attack with Blitz and Weapon Focus with Combat School.

Regigigas
Monofuckinglithic Magical Beast
51 8 50 5 15 10
HD: 15d10+390 (540 HP)
Init -1
Speed: 60'
BAB/Grab: +15/+59
-2 Slams +28 (12d6+22)
AC: 36 (-8 Size, -1 Dexterity, +35 Natural)
flat 36, touch 1
Fort +32 Ref +4 Will +10
Feats: Improved Toughness, Power Attack, Weapon Focus: Slam, Great Fortitude, Iron Will, Weapon Spec: Slam
Skills: Survival +20
Special Attacks: Giga Impact, Dizzy Punch, Crush Grip
Special Qualities: Giga Toughness, Normal Pokemon Traits, Damage Reduction 15/-, Slow Start
Advancement: 16+HD (Monofuckinglithic)

Giga Impact (Ex): With a Full Round Action, Regigigas may make a special Slam: all creatures within Close Range must pass a Reflex Save (Constitution-based) or suffer full Slam damage and be knocked Prone and Pinned. Those that pass the save move out of the area. Upon using this ability, Regigigas is rendered Prone and Dazed for 1 round. The sample Regigigas has a Save DC of 37. This is a [Normal] effect.

In a Contest, after this move is resolved and points are gained, the pavilion is obliterated, ending the Contest.

Crush Grip (Ex): With a Standard Action, Regigigas may crush a foe it is grappling. It deals automatic Slam damage, but if the foe has more than half their maximum HP, it deals double damage (24d6+44). This is a [Normal] effect. In a Contest, if Regigigas uses this move but gains fewer points than whoever acted immediately prior, they lose one point.

Dizzy Punch Anyone hit by both of Regigigas' Slam attacks in one round must pass a Fort Save (Strength-based) or be Confused for 1 minute. This is a [Normal] effect. The sample Regigigas has a DC of 37.

Giga Toughness (Ex): Regigigas has maximum Hit Points, and +5 HP per hit die.

Slow Start (Ex): Regigigas is slow to start. Once it is aware of danger and can roll Initiative, it is treated as Exhausted. On the following round it is merely Fatigued. The round after that it loses the Fatigue and is just Staggered. Finally, the round after that it can act normally.

Additional Hit Dice:
Every hit die, increase Strength, Constitution, Damage Reduction and Natural Armour by 1.

Note: if using Tome Feats, replace Improved Toughness with Juggernaut, Power Attack with Blitz, Weapon Focus with Combat School and Weapon Spec with Pressure.
Last edited by Koumei on Mon Sep 10, 2012 10:02 am, edited 2 times in total.
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Koumei
Serious Badass
Posts: 13880
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Some basic stuff put down so I can type it up properly at work tomorrow.

Oshawott
Tiny Magical Beast [Water, Amphibious]
10 13 14 7 9 16
1d10+2 (7)
Initiative +1
Speed: 20' Swim 30'
BAB/Grab: +1/-7
Attack: 2 Claws +4 (1d3)
or Razor Shell +6 ranged (1d6+1, 11-20/x2)
AC: 16 (+2 Size +1 Dex +3 Natural)
flat 15 touch 13
F +4 R +3 W -1
Feats: Weapon Focus: Razor Shell, Weapon Finesse (Bonus)
Skills: Swim +13
Special Attacks: Water Gun, Razor Shell
Special Qualities: Water Pokemon Traits, Focus Energy
Advancement: 2-5 HD (Tiny), Evolves into Dewott at 6 HD

Razor Shell (Ex): Once per 4 rounds, Oshawott can use a Standard Action to break a fragment of razor sharp shell off and hurl it at a foe. This has 30' Increments and is a Magic Weapon, with an Enhancement Bonus of +1 per 3 HD (round up). It threatens a Critical Hit on a roll of 11 or higher, and on a Critical Hit it deals 1 Con damage from blood loss. This is a [Water] effect, though that's really stretching it. In Contests, if it succeeds in getting a point, it automatically gains a huge success, getting the extra point and raising the DC.

Water Gun (Su): Once per 4 rounds, Oshawott can use a Standard Action to unleash a splash of water. This reaches out to Close Range and targets a square - all in the square can avoid it with a Reflex Save (Charisma-based). Those that fail the save suffer 1d4+Charisma in damage and have any nonmagical flames doused. The sample Oshawott has a save DC of 13 and deals 1d4+3 damage. This is a [Water] effect.

Focus Energy (Ex): Oshawott can use a Move-Equivalent Action to get super pumped, enhancing its fervour until the end of its turn. Any attacks made before then enjoy a doubled Threat Range (for instance, its Claws would have 19-20 and its Razor Shell would be 2-20). This is a [Fighting] effect. In a Contest, Focus Energy doesn't gain any points on its own, but all points gained in the following Round are doubled.

Note: if using Tome Feats, replace Weapon Focus with Combat School.

---

Dewott
Small Magical Beast [Water, Amphibious]
12 13 16 9 11 20
6d10+18 (51)
Initiative +1
Speed: 20' Swim 40'
BAB/Grab: +6/+3
Attack: 2 Claws +8 (1d4+1)
or Razor Shell +11 ranged (1d8+4, 11-20/x2)
AC: 18 (+1 Size +1 Dex +6 Natural)
flat 17 touch 12
F +8 R +6 W +2
Feats: Weapon Focus: Razor Shell, Weapon Spec: Razor Shell, Power Attack
Skills: Swim +18
Special Attacks: Razor Shell, Fury Cutter, Water Pulse, Aqua Jet
Special Qualities: Water Pokemon Traits, Focus Energy
Advancement: 7-8 HD (Small), 9-10 HD (Medium), evolves into Samurott at 11 HD

Razor Shell (Ex): Once per 4 rounds, Dewott can use a Standard Action to break a fragment of razor sharp shell off and hurl it at a foe. This has 30' Increments and is a Magic Weapon, with an Enhancement Bonus of +1 per 3 HD (round up). It threatens a Critical Hit on a roll of 11 or higher, and on a Critical Hit it deals 2 Con damage from blood loss. This is a [Water] effect, though that's really stretching it. In Contests, if it succeeds in getting a point, it automatically gains a huge success, getting the extra point and raising the DC.

Water Pulse (Su): Once per 4 rounds, Dewott can use a Standard Action to unleash a pulse of pressurised water in a Short Cone. All in the area suffer 1d8 damage per 2 Hit Dice, with a Fortitude Save for half (Charisma-based). Those who fail the save are left Confused for 1 minute. The sample Dewott has a DC of 18 and deals 3d8 damage. This is a [Water] effect.

Aqua Jet (Ex): Dewott can make a special Charge Attack with an Immediate Action - but has to use it to actually charge a foe, not just run away from an attack. This is a [Water] effect. In Contests, Dewott can choose to automatically go first (rolling off between multiple automatic firsts), using Aqua Jet.

Fury Cutter (Ex): If Dewott has suffered damage between the end of its previous turn and the start of its current one, it can use a Standard Action to unleash a Claw attack against the creature that caused the damage, with a +2 Morale bonus to Attack and Damage, and deals +2d6 Rage dice of damage. If used multiple turns in a row, the Rage damage increases by +1d6 per turn. This is actually a [Bug] effect.

In a Contest, if someone hits Dewott with some kind of affliction, penalty or point-theft and Dewott then uses this in the same Round, it gains a +5 Bonus and, if it gains a point, all who hit Dewott with afflictions, penalties or whatever immediately lose one point.

Focus Energy (Ex): Dewott can use a Move-Equivalent Action to get super pumped, enhancing its fervour until the end of its turn. Any attacks made before then enjoy a doubled Threat Range (for instance, its Claws would have 19-20 and its Razor Shell would be 2-20). This is a [Fighting] effect. In a Contest, Focus Energy doesn't gain any points on its own, but all points gained in the following Round are doubled.

Note: if using Tome Feats, replace Weapon Focus with Combat School, Weapon Spec with Blitz and Power Attack with Subtle Cut.

---

Samurott
Large Magical Beast [Water, Amphibious]
24 9 20 11 13 28
11d10+55 (115)
Initiative +3
Speed: 30' Swim 60'
BAB/Grab: +11/+22
Attack: Gore +17 (2d6+10, 20/x4)
or Razor Shell +13 ranged (3d6+6, 11-20/x2)
AC: 20 (-1 Size -1 Dex +12 Natural)
flat 20 touch 8
F +12 R +6 W +4
Feats: Weapon Focus: Razor Shell, Weapon Spec: Razor Shell, Power Attack, Improved Initiative
Skills: Swim +29, Spot +15
Special Attacks: Razor Shell, Fury Cutter, Water Pulse, Aqua Jet, Water Pledge, Megahorn
Special Qualities: Water Pokemon Traits, Focus Energy
Advancement: 12-14 HD (Large), 15-18 HD (Huge), 19+ HD (Gargantuan)

Megahorn (Ex): Samurott's Gore attack deals 2d6 damage for a Large creature, has a x4 Critical Multiplier and is a [Bug] effect. It also deals double damage on a charge, with the exception of Aqua Jet.

Water Pledge: Once per 3 rounds, Samurott may unleash its pledge to the power of water, creating a geyser of water. A 5' radius, 30' tall Column is conjured, dealing 1d6 damage per Hit Die to all creatures in the area with a Fortitude Save (Charisma-based) for half. This is a [Water] effect. The sample Samurott has a DC of 24 and deals 11d6 damage.

If Grass Pledge is targeted at the same area within one round, mud and seaweed burst outward in a 30' radius, Entangling all in the area for 3 rounds. If Water Pledge is used after Fire Pledge in the same Round of a Contest, any points scored by the user of Fire Pledge are stolen by the user of Water Pledge.

Razor Shell (Ex): Once per 4 rounds, Samurott can use a Standard Action to break a fragment of razor sharp shell off and hurl it at a foe. This has 30' Increments and is a Magic Weapon, with an Enhancement Bonus of +1 per 3 HD (round up). It threatens a Critical Hit on a roll of 11 or higher, and on a Critical Hit it deals 4 Con damage from blood loss. This is a [Water] effect, though that's really stretching it. In Contests, if it succeeds in getting a point, it automatically gains a huge success, getting the extra point and raising the DC.

Water Pulse (Su): Once per 4 rounds, Samurott can use a Standard Action to unleash a pulse of pressurised water in a Short Cone. All in the area suffer 1d8 damage per 2 Hit Dice, with a Fortitude Save for half (Charisma-based). Those who fail the save are left Confused for 1 minute. The sample Samurott has a DC of 24 and deals 5d8 damage. This is a [Water] effect.

Aqua Jet (Ex): Samurott can make a special Charge Attack with an Immediate Action - but has to use it to actually charge a foe, not just run away from an attack. This is a [Water] effect. In Contests, Samurott can choose to automatically go first (rolling off between multiple automatic firsts), using Aqua Jet.

Fury Cutter (Ex): If Samurott has suffered damage between the end of its previous turn and the start of its current one, it can use a Standard Action to unleash a Gore attack against the creature that caused the damage, with a +2 Morale bonus to Attack and Damage, and deals +2d6 Rage dice of damage. If used multiple turns in a row, the Rage damage increases by +1d6 per turn. This is actually a [Bug] effect.

In a Contest, if someone hits Samurott with some kind of affliction, penalty or point-theft and Samurott then uses this in the same Round, it gains a +5 Bonus and, if it gains a point, all who hit Samurott with afflictions, penalties or whatever that Round immediately lose one point.

Focus Energy (Ex): Samurott can use a Move-Equivalent Action to get super pumped, enhancing its fervour until the end of its turn. Any attacks made before then enjoy a doubled Threat Range (for instance, its Gore would have 19-20/x4 and its Razor Shell would be 2-20). This is a [Fighting] effect. In a Contest, Focus Energy doesn't gain any points on its own, but all points gained in the following Round are doubled.

Additional Hit Dice:
Every even hit die, increase Charisma by +1.
Every odd hit die, increase Strength and Natural Armour by +1.

At 13 HD it learns Aqua Tail (Su): it gains a Secondary Tail Slap with a base damage of 2d6 + 1.5x Strength Bonus for a Large creature. This is a [Water] effect, and can also be used to make Tail Sweep attacks like a Dragon - Tail Sweep attacks are also [Water] effects.

At 15 HD it learns Hydro Pump (Su): With a Full-Round Action, Samurott unleashes a Medium length Line of water. All in the area are hit for 1d6 damage per hit die with a Fortitude Save for half (Charisma-based). Those who take any damage are also Bullrushed as though by a Colossal creature, using Samurott's Charisma bonus in place of a Strength bonus. They take a further 5 points of damage for every 5' they are shoved, and if they hit an object and their movement stops, they take 10 extra damage for each 5' of movement they are prevented from making. This is a [Water] effect. In a Contest, whoever acted first in the Round this is used automatically goes last on the next Round.

At 17 HD it learns Swords Dance (Ex): it may use a Swift Action to engage in the deadly dance, sharpening its weapons and readying an attack. Until the end of its next turn, all attacks it makes enjoy an Enhancement Bonus of +1 per 3 hit dice (round up), a doubled threat range and +1d6 damage per +1 of Enhancement Bonus. This is a [Normal] effect. In a Contest, it gains an additional point on the Round after this is used.

At 19 HD it learns Hydro Cannon (Su): With a Standard Action, as long as it isn't Fatigued or Exhausted, Samurott unleashes a powerful surge of water out to anywhere in Long Range. It explodes in a 50' radius Blast, dealing 10 damage per hit die with a Fortitude Save for half (Constitution-based). This attack deals full damage to objects, typically creating a massive crater in the terrain. This is a [Water] effect.

Note: if using Tome Feats, replace Weapon Focus with Combat School, Weapon Spec with Blitz, Improved Initiative with Ghost Hunter and Power Attack with Subtle Cut.

---

Tynamo
Diminutive Magical Beast [Air]
3 15 8 5 10 10
1d10-1 (4 HP)
Initiative +6
Speed: Swim 20' Fly 20' (Perfect)
BAB/Grab: +1/-15
Attack: Bite +7 (1d3-4 plus 1d2 Electricity)
AC: 16 (+4 Size +2 Dex)
flat 14 touch 16
F +1 R +4 W +0
Feats: Improved Initiative, Weapon Finesse (B)
Skills: Swim +8
Special Attacks: Spark, Thunder Wave
Special Qualities: Water Pokemon Traits, Electric Pokemon Traits, Swim Through Air
Advancement: 2 HD (Diminutive), 3-4 HD (Tiny), Evolves into Eelektrik at 5 HD

Spark (Su): On a successful Bite attack, and whenever an enemy hits it with a melee weapon, Tynamo deals 1d2 points of Electricity damage to the foe. This scales with size and is an [Electric] effect.

Thunder Wave (Su): Once per minute, Tynamo may use a Standard Action to unleash a 15' Cone of electrical energy. All in the area must pass a Fortitude Save (Charisma-based) or be Paralysed for 1 round. Those that pass the save are merely Entangled. This is an [Electric] effect. In a Contest, if Tynamo uses this and gains a point, it automatically goes first on the next Round (rolling off between multiple automatic firsts).

Swim Through Air (Ex): Tynamo can swim just as easily in air as in water. Anything that increases or enhances its Swim Speed affects its Fly speed in the same manner.

Note: if using Tome Feats, replace Improved Initiative with Danger Sense.

Eelektrik
Small Magical Beast [Air]
15 13 10 5 10 12
5d10 (27 HP)
Initiative +6
Speed: Swim 30' Fly 30' (Perfect)
BAB/Grab: +5/+3
Attack: Bite +9 (1d6+3 plus 1d4 Electricity)
AC: 15 (+1 Size +1 Dex +3 Natural)
flat 14 touch 12
F +4 R +5 W +1
Feats: Improved Initiative, Weapon Focus: Bite
Skills: Swim +18
Special Attacks: Spark, Thunder Wave, Coil, Bind, Thunderbolt, Crunch, Improved Grab
Special Qualities: Water Pokemon Traits, Electric Pokemon Traits, Swim Through Air
Advancement: 6 HD (Small), 7-8 HD (Medium), Evolves into Eelektross at 9 HD

Spark (Su): On a successful Bite attack, and whenever an enemy hits it with a melee weapon, Eelektrik deals 1d4 points of Electricity damage to the foe. This scales with size and is an [Electric] effect.

Coil (Ex): With a Standard Action, Eelektrik 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. This is actually a [Poison] effect. In a Contest, this gains no points of its own but doubles all points gained in the next Round.

Bind (Ex): Eelektrik has a Constrict attack that deals 1d8 damage plus one and a half times its Strength Bonus. This is a [Normal] effect. The sample Eelektrik deals 1d8+3 damage.

Crunch (Ex): With a Full Round Action, Eelektrik can crunch a grappled foe up. It delivers its Bite (without using Spark), but also deals 1d10 Constitution Damage. Until the ability damage is fully healed, the foe takes a -8 penalty to Natural Armour (minimum 0). This is a [Dark] effect.

Thunder Bolt (Su): every 1d3 rounds, Eelektrik may unleash a thunderbolt against a target within Close range. The thunderbolt has a 5' radius spread and deals 1d6 damage per HD, with a Reflex Save for half damage (Charisma-based). Anyone damaged by it is Entangled for one round. Thunderbolt comes directly from the sky, and cannot be used indoors or underground. This is an [Electric] effect. The sample Eelektrik deals 5d6 damage with a Save DC of 13.

Thunder Wave (Su): Once per minute, Eelektrik may use a Standard Action to unleash a 30' Cone of electrical energy. All in the area must pass a Fortitude Save (Charisma-based) or be Paralysed for 3 rounds. Those that pass the save are merely Entangled. This is an [Electric] effect. In a Contest, if Eelektrik uses this and gains a point, it automatically goes first on the next Round (rolling off between multiple automatic firsts). The sample Eelektrik has a Save DC of 13.

Swim Through Air (Ex): Eelektrik can swim just as easily in air as in water. Anything that increases or enhances its Swim Speed affects its Fly speed in the same manner.

Note: if using Tome Feats, replace Improved Initiative with Danger Sense and Weapon Focus with Combat School.

Eelektross
Large Magical Beast [Air]
29 11 14 7 10 24
9d10+18 (67 HP)
Initiative +4
Speed: Swim 50' Fly 50' (Perfect)
BAB/Grab: +9/+21
Attack: Bite +18 (2d6+15 plus 1d8 Electricity)
AC: 17 (-1 Size +8 Natural)
flat 17 touch 9
F +8 R +6 W +3
Feats: Improved Initiative, Weapon Focus: Bite, Weapon Spec: Bite, Ability Focus: Thunder Wave
Skills: Swim +28
Special Attacks: Spark, Thunder Wave, Coil, Bind, Thunderbolt, Crunch, Improved Grab, Wild Charge, Zap Cannon
Special Qualities: Water Pokemon Traits, Electric Pokemon Traits, Swim Through Air
Advancement: 10-12 HD (Large), 13-16 HD (Huge), 17+ HD (Gargantuan)

Spark (Su): On a successful Bite attack, and whenever an enemy hits it with a melee weapon, Eelektross deals 1d8 points of Electricity damage to the foe. This scales with size and is an [Electric] effect.

Coil (Ex): With a Standard Action, Eelektross 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. This is actually a [Poison] effect. In a Contest, this gains no points of its own but doubles all points gained in the next Round.

Bind (Ex): Eelektross has a Constrict attack that deals 3d6 damage plus one and a half times its Strength Bonus. This is a [Normal] effect. The sample Eelektross deals 3d6+13 damage.

Crunch (Ex): With a Full Round Action, Eelektross can crunch a grappled foe up. It delivers its Bite (without using Spark), but also deals 1d10 Constitution Damage. Until the ability damage is fully healed, the foe takes a -8 penalty to Natural Armour (minimum 0). This is a [Dark] effect.

Thunder Bolt (Su): every 1d3 rounds, Eelektross may unleash a thunderbolt against a target within Close range. The thunderbolt has a 5' radius spread and deals 1d6 damage per HD, with a Reflex Save for half damage (Charisma-based). Anyone damaged by it is Entangled for one round. Thunderbolt comes directly from the sky, and cannot be used indoors or underground. This is an [Electric] effect. The sample Eelektross deals 9d6 damage with a Save DC of 21.

Thunder Wave (Su): Once per minute, Eelektross may use a Standard Action to unleash a 60' Cone of electrical energy. All in the area must pass a Fortitude Save (Charisma-based) or be Paralysed for 3 rounds. Those that pass the save are merely Entangled. This is an [Electric] effect. In a Contest, if Eelektross uses this and gains a point, it automatically goes first on the next Round (rolling off between multiple automatic firsts). The sample Eelektross has a Save DC of 23 thanks to Ability Focus.

Swim Through Air (Ex): Eelektross can swim just as easily in air as in water. Anything that increases or enhances its Swim Speed affects its Fly speed in the same manner.

Wild Charge (Ex): Eelektross often builds up excessive electrical energy, which it unleashes upon impact with anybody. When it makes a charge attack, it may deal +1d6 Electricity damage per 10' moved. This is an [Electric] effect. In a Contest, Eelektross may elect to automatically go first (rolling off between multiple automatic-firsts), using Wild Charge. It gains a bonus to the roll equal to the number of Contestants it overtakes.

Zap Cannon (Su): With a Standard Action, Eelektross can unleash a powerful wave of electrical energy. This is a Medium range Line, and everyone in the area suffers 1d6 damage per hit die with a Reflex Save for half (Charisma-based). This Line may be rebounded off walls using basic geometry, and leaves enough residual electrical energy to light dark areas up for the following round. This is an [Electricity] move. In a Contest, Zap Cannon gains a bonus point if somebody used a [Dark] effect earlier in the same Round. The sample Eelektross deals 9d6 damage with a Save DC of 21.

Additional Hit Dice:
Every even hit die, increase Strength by 1.
Every odd hit die, increase Charisma by 1.

At 13 Hit Dice, it learns Volt Switch (Su): once per minute it may cast Lightning Bolt (Charisma-based), teleporting to any location along the Line effect. It does not take damage from its own Lightning Bolt in this way. This is an [Electric] effect. In a Contest, Eelektross may choose to automatically go last, using Volt Switch and gaining a +2 bonus per opponent that overtakes it. The sample Eelektross deals 9d6 damage with a Save DC of 21.

At 17 Hit Dice, it learns Thunder (Su): with a Full Round Action it may call down a massive blast of lightning, hitting all in a 10' radius Column that reaches down from the sky to the ground (or the roof of a building or whatever). It cannot be used indoors or underground because of this. All in the area suffer 10 damage per level, with a Reflex Save to negate (Charisma-based). If it is already raining, with thick clouds and thunder, the save is merely for half damage. This is an [Electric] effect.

Note: if using Tome Feats, replace Improved Initiative with Danger Sense, Weapon Focus with Combat School, Weapon Spec with Blitz and Ability Focus with Juggernaut.

---

Feebas
Small Animal [Aquatic]
6 10 13 3 6 5
1d8+4 (8 HP)
Init +0
Speed: 5' Swim 30'
BAB/Grab: +0/-6
Attack: Slam -1 (1d4-2)
AC: 13 (+1 Size +2 Natural)
flat 13 touch 11
F +3 R +0 W -2
Feats: Toughness
Skills: Swim +10
Special Attacks: SPLASH ATTACK!
Special Qualities: Water Pokemon Traits
Advancement: Special: if holding a Prism Scale, or if it is trained to gain the Beautiful Idol feat, it can be Evolved into the 10 HD Milotic

SPLASH ATTACK! (Ex): With a Full Round Action, Feebas can (and often will) flop around uselessly. Every round, roll 1d4. On a 4, it can choose to do what it likes (unless the situation dictates otherwise, such as being Confused). On a 1-3, it uses SPLASH ATTACK! This is a [Water] effect.

Note: if using Tome Feats, Feebas still has plain old Toughness. Because it sucks.

Milotic
Gargantuan Dragon [Water, Amphibious]
12 17 30 11 25 24
10d12+110 (175 HP)
Init +3
Speed: 30' Swim 120'
BAB/Grab: +10/+23
Attack: Slam +7 (4d6+1)
AC: 27 (-4 Size +3 Dex +14 Natural +4 Deflection)
flat 24 touch 13
F +20 R +10 W +17
Feats: Great Fortitude, Iron Will, Dodge, Improved Toughness, Beautiful Idol (B)
Skills: Swim +22, Diplomacy +22, Bluff +20, Jump +14, Balance +16, Perform: Dance +20
Special Attacks: Water Pulse, Improved Grab, Wrap, Aqua Tail, Icy Wind, Spellcasting
Special Qualities: Water Pokemon Traits, Marvel Scale, Rain Dance, Safeguard, Mist
Advancement: 11-13 HD (Gargantuan), 14-16 HD (Colossal), 17+ HD (BigLargeMcFuckenHuge)

Water Pulse (Su): With a Standard Action, Milotic can unleash a pulse of high-pressure water at a foe, hitting with explosive force. This requires a Ranged Touch Attack and reaches out to Medium Range. If the target is hit, they take damage equal to Milotic's hit dice plus Charisma Bonus. They must also pass a Fortitude Save (Charisma-based) or be Dazed for one round and Deafened for one minute. This is a [Water] effect. The sample Milotic has a DC of 22 and deals 17 damage.

Wrap (Ex): Milotic has a Constrict attack that deals damage equal to its Slam (but not Aqua Tail). This is a [Normal] effect.

Aqua Tail (Ex): With a Standard Action, Milotic may make a Slam attack that adds its Charisma Bonus as an Enhancement Bonus to the attack and damage roll, transforming it into a [Water] effect. Furthermore, it may choose to deliver this as a Tail Sweep (as per a True Dragon).

Icy Wind (Su): With a Standard Action, Milotic can unleash a gale of chilling wind. Two 5' squares per hit die are affected, though they must all form one connected line, starting adjacent to Milotic. All creatures in the area suffer 3d6 Cold damage, plus Milotic's hit dice, with a Fortitude Save for half (Charisma-based). Using this also removes any Morale Penalties or [Fear] effects from Milotic. This is an [Ice] effect. In Contests, using this grants a +2 bonus on the following Round. The sample Milotic deals 3d6+10 damage to 20 squares with a Save DC of 22.

Spellcasting: Milotic casts spells as a Sorcerer of 5 levels fewer than its hit dice. However its Spells per Day are limited to 4 (plus bonus for a high Charisma) per Spell Level. Furthermore, it may only select Illusion spells, which are [Ghost] effects, Divination spells, which are [Psychic] effects, and Enchantment spells, which are [Psychic] effects. The Caster Level for the spells is always its hit dice, and the Save DC is always 10 + half hit dice + Charisma. The sample Milotic would have the following:
Caster Level 10, Save DC 22.
Cantrips: 4/day (Daze, Ghost Sound, Detect Magic, Detect Poison)
1st Level: 6/day (Instant Diversion, Charm Person, Silent Image, Friendly Face)
2nd Level: 6/day (See Invisibility, Luminous Swarm)
Spells that grant bonuses to skills actually grant those bonuses to the relevant skill checks in Contests.

Marvel Scale (Ex): Whenever Milotic is suffering from an affliction (such as being Sickened, Burned, Paralysed, Asleep, Shaken and such), its defences vastly improve thanks to its magical scales. In these circumstances it gains a Sacred Bonus to Armour Class equal to its Charisma Bonus.

Rain Dance (Su): With a Full Round Action, Milotic can dance in such a way as to call the storm clouds, bringing a fierce rain storm. This can only be used outdoors, and there is a light drizzle after the dance. After 1d4 minutes, this becomes heavy rain - a downpour. After another 1d6 minutes it is that typical of a typhoon, and lasts for another hour. Milotic can end this early. The rain reaches out in a one mile radius. This is a [Water] effect. 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.

Safeguard (Su): Milotic is magically protected, and is immune to the extra damage Critical Hits. However, it is not immune to other things that immunity to Critical Hits usually covers, such as Sneak Attack or Stunning. Additionally, it has an Enhancement Bonus to Natural Armour, and a Deflection Bonus to Armour Class, both equal to +1 per three hit dice (round up). In Contests, it is immune to having points stolen from it.

Mist (Sp): Milotic can cast Obscuring Mist with a Move-Equivalent Action at will, and Freezing Fog with a Standard Action once per hour. Whenever it is cloaked in mist, it gains a Resistance Bonus to Saving Throws of +1 per 3 hit dice (round up). These are [Ice] effects.

Additional Hit Dice:
Every hit die, increase Charisma and Natural Armour by 1.
Every odd hit die, increase Constitution by 1. Every even hit die, increase Wisdom by 1.

At 14 hit dice, it learns Scald (Su): this Breath Weapon can be unleashed out to a 60' cone once per five rounds. It deals 1d6 Fire damage per hit die to all creatures in the area, with a Fortitude Save for half (Constitution-based). Creatures with the [Fire] Subtype still suffer damage (treating it as Untyped) due to the boiling water extinguishing their flames. Creatures that fail the Saving Throw suffer a -4 Penalty to AC and a -2 Penalty to Saving Throws for the next minute. This is a [Water] effect. In a Contest, this may be treated as a [Water] or a [Fire] effect.

At 18 hit dice, it learns Aqua Ring (Su): conjuring this veil of water is a Standard Action, and it constantly soaks and replenishes Milotic for the next minute. This counts as being immersed in water for any effects, makes it impossible to catch fire, and restores 10 HP per round. This is a [Water] effect. In Contests, using this grants a rising bonus over the following Rounds, starting at +1 and increasing by 1 each Round thereafter.

Note: if using Tome Feats, replace Improved Toughness with Insightful Strike and Dodge with Elusive Target.

---

Rufflet
Tiny Animal
18 15 12 3 11 8
4d8+4 (22 HP)
Init +2
Speed: 10' Fly 60' (Perfect)
BAB/Grab: +3/-1
Attack: Peck +9 (1d3+2) and 2 Talons +9 (1d3+4, Critical 18-20/x2)
AC: 15 (+2 Size, +2 Dex, +1 Dodge)
flat 12 touch 15
F +5 R +4 W +1
Feats: Multi-Attack, Improved Multi-Attack
Skills: Survival +7
Special Attacks: Slashing Talons, Hone Claws, Peck
Special Qualities: Flying Pokemon Traits, Normal Pokemon Traits, Aerial Ace
Advancement: 5-6 HD (Tiny), 7-8 HD (Small), Evolves into Braviary at 9 HD

Peck (Ex): this attack is a [Flying] effect, and if the target is holding an edible item such as a berry, it is stolen and eaten by Rufflet. In a Contest, if Rufflet uses Peck and rolls higher than whoever went immediately before it, Rufflet steals any points they win.

Slashing Talons (Ex): Rufflet's Talons have an enhanced Critical Threat Range. This can be expanded by the usual means. The Talon attacks are [Normal] effects.

Hone Claws (Su): With a Move-Equivalent Action, Rufflet may focus, enhancing its claws supernaturally. Its Talons gain an Enhancement Bonus to Attack and Damage rolls of +1 per 3 hit dice (round up), the damage shifts up one size (from 1d3 to 1d4) and it ignores any Miss Chances. These effects last for the rest of the round. This is a [Dark] effect. In a Contest, if Rufflet uses Hone Claws, the following Round it gets a +3 bonus to use Slashing Talons or Crush Claw.

Aerial Ace (Ex): As long as it is not denied its Dexterity Bonus to Armour Class, Rufflet has a Dodge Bonus to Armour Class and Reflex Saves equal to +1 per 3 hit dice (round down). When it makes a flying charge against a creature on the ground, this bonus is also added to the attack and damage roll. This is a [Flying] effect.

Additional Hit Dice:
At 6 Hit Dice, it learns Crush Claw (Ex): with a Standard Action it makes a pair of Talon attacks, and each one gains bonus damage equal to its hit dice, and deals 1d4 Strength and Constitution damage. They also increase their Critical Multiplier to x4. This is a [Normal] effect.

At 8 Hit Dice, it learns Sky Drop (Ex): using a Full Round Action, Rufflet may make a double-move in flight, but on the way make a Talon attack. This attack benefits from Improved Grab, and if Rufflet establishes a Grapple, it may carry the foe into the air with it. When dropped, the foe is likely to discover the joys of falling damage. This is a [Flying] effect.

Note: if using Tome Feats, replace Improved Multi-Attack with Blitz.

Braviary
Medium Magical Beast (Air)
30 17 12 11 13 12
9d10+9 (58 HP)
Init +7
Speed: 20' Fly 120' (Perfect)
BAB/Grab: +9/+19
Attack: Peck +19 (1d6+5) and 2 Talons +19 (1d6+10, Critical 18-20/x2)
AC: 20 (+3 Dex, +4 Natural, +3 Dodge)
flat 14 touch 16
F +7 R +12 W +4
Feats: Multi-Attack, Improved Multi-Attack, Power Attack, Improved Initiative
Skills: Survival +13, Intimidate +13
Special Attacks: Slashing Talons, Hone Claws, Peck, Crush Claw, Sky Drop, Air Slash
Special Qualities: Flying Pokemon Traits, Normal Pokemon Traits, Aerial Ace, Defog
Advancement: 10-11 HD (Medium), 12-14 HD (Large), 15-17 HD (Huge), 18+ HD (Gargantuan)

Aerial Ace (Ex): As long as it is not denied its Dexterity Bonus to Armour Class, Braviary has a Dodge Bonus to Armour Class and Reflex Saves equal to +1 per 3 hit dice (round down). When it makes a flying charge against a creature on the ground, this bonus is also added to the attack and damage roll. This is a [Flying] effect.

Peck (Ex): this attack is a [Flying] effect, and if the target is holding an edible item such as a berry, it is stolen and eaten by Braviary. In a Contest, if Braviary uses Peck and rolls higher than whoever went immediately before it, Braviary steals any points they win.

Slashing Talons (Ex): Braviary's Talons have an enhanced Critical Threat Range. This can be expanded by the usual means. The Talon attacks are [Normal] effects.

Hone Claws (Su): With a Move-Equivalent Action, Braviary may focus, enhancing its claws supernaturally. Its Talons gain an Enhancement Bonus to Attack and Damage rolls of +1 per 3 hit dice (round up), the damage shifts up one size (from 1d6 to 1d8) and it ignores any Miss Chances. These effects last for the rest of the round. This is a [Dark] effect. In a Contest, if Braviary uses Hone Claws, the following Round it gets a +3 bonus to use Slashing Talons, Crush Claw, Air Slash or Brave Bird.

Defog (Su): With a Move-Equivalent Action, Braviary can flap its wings with enough force to remove all fog, mist, clouds and gases within a 100' radius of itself. This is a [Flying] effect.

Crush Claw (Ex): With a Standard Action, Braviary may make a pair of Talon attacks, and each one gains bonus damage equal to its hit dice, and deals 1d6 Strength and Constitution damage. They also increase their Critical Multiplier to x4. This is a [Normal] effect.

Sky Drop (Ex): Using a Full Round Action, Braviary may make a double-move in flight, but on the way make a Talon attack. This attack benefits from Improved Grab, and if Braviary establishes a Grapple, it may carry the foe into the air with it. When dropped, the foe is likely to discover the joys of falling damage. This is a [Flying] effect.

Air Slash (Su): With an Attack Action, Braviary can launch a slashing wave of air. This requires a Ranged Attack roll, and reaches out to Medium Range. If it hits, it deals 1d6 damage per 2 hit dice, and it has a Critical rating of 18-20/x2. This is a [Flying] effect.

Additional Hit Dice:
Every hit die, increase Strength by 1.

At 12 hit dice, it gains Spell-Like Abilities (Sp): 1/hour - Greater Whirlwind, Whirlwind, Towering Thunderhead. These are all [Flying] effects. In a Contest, Whirlwind causes turn order for the next Round to be rolled twice, and Braviary picks the one it wants, Greater Whirlwind lets Braviary pick one opponent, and that pokemon automatically goes last on the next Round, and Towering Thunderhead grants all [Flying] moves (by everyone) a +2 bonus on the next Round.

At 14 hit dice, it learns Brave Bird (Ex): with a Full Round Action, Braviary makes a Charge attack, delivering a Talon attack. If it hits, it deals 10 extra damage per hit die and the foe must pass a Fortitude Save (Strength-based) or be Stunned for 1 round. However, Braviary suffers 3 damage per hit die from the severe recoil of the impact. This is a [Flying] effect, and in Contests, using it grants an extra point, but Braviary suffers a -3 penalty on the next Round.

Note: if using Tome Feats, replace Improved Multi-Attack with Blitz, Power Attack with Combat School and Improved Initiative with Juggernaut.
Last edited by Koumei on Fri Sep 21, 2012 8:19 am, edited 18 times in total.
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Koumei
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Posts: 13880
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Post by Koumei »

Gible
Small Dragon [Ground]
14 13 12 3 9 10
2d12+2 (15 HP)
Initiative +5
Speed: 30' Burrow 10'
BAB/Grab: +2/+0
Attack: Bite +5 (1d6+3)
AC: 15 (+1 Size +1 Dex +3 Natural)
flat 14 touch 12
F +4 R +4 W +2
Feats: Improved Initiative, Sand Veil (B)
Skills: Tumble +6, Intimidate +5
Special Attacks: Sand Attack, Dragon Claw, Gobble
Special Qualities: Dragon Pokemon Traits, Ground Pokemon Traits, Sandstorm
Advancement: 3 HD (Small), 4-5 HD (Medium), Evolves into Gabite at 6 HD

Sand Attack (Ex): With a Move-Equivalent Action, Gible can throw sand as a Ranged Touch Attack out to 15 feet. If it hits, the target is Blinded for 1 round. This is a [Ground] effect.

Dragon Claw (Ex): With a Standard Action, Gible can make a special Claw attack. This is a Primary Natural Weapon, and deals 1d4+Str in damage (scaling with size). It is also a Magic Weapon, with an Enhancement Bonus of +1 per 3 hit dice (round up). It is a [Dragon] effect, and powers Gible up, granting a +2 Enhancement Bonus to Strength until the end of its next turn. In a Contest, using this grants a +2 Bonus on its next turn.

Gobble (Ex): Gible's Bite is a [Dark] attack like basically all bites ever. Also, if it deals any damage with its Bite it regains 1 HP - or 2 on a Critical Hit. In a Contest, if this successfully gains any points and rolls higher than whoever went before, the points gained are instead stolen from the "target".

Sandstorm (Sp): Gible can cast Sandstorm at will. This is a [Ground] effect. In a Contest, it has the same effect as the Sandstream feat.

Additional Hit Dice:
Increase Natural Armour by 1 each hit die.

Note: if using Tome Feats, replace Improved Initiative with Blitz.

Gabite
Medium Dragon [Ground]
20 15 14 5 9 12
6d12+12 (51 HP)
Initiative +6
Speed: 40' Burrow 20'
BAB/Grab: +6/+11
Attack: Bite +11 (1d8+7)
AC: 19 (+2 Dex +7 Natural)
flat 17 touch 12
F +7 R +7 W +4
Feats: Improved Initiative, Power Attack, Leap Attack, Sand Veil (B)
Skills: Tumble +11, Intimidate +10, Jump +14
Special Attacks: Sand Attack, Dragon Claw, Gobble, Dual Chop, Sand Tomb, Emerging Strike
Special Qualities: Dragon Pokemon Traits, Ground Pokemon Traits, Sandstorm
Advancement: 7-8 HD (Medium), 9-10 HD (Large), Evolves into Garchomp at 11 HD

Sand Attack (Ex): With a Move-Equivalent Action, Gabite can throw sand as a Ranged Touch Attack out to 15 feet. If it hits, the target is Blinded for 1 round. This is a [Ground] effect.

Dragon Claw (Ex): With a Standard Action, Gabite can make a special Claw attack. This is a Primary Natural Weapon, and deals 1d6+Str in damage (scaling with size). It is also a Magic Weapon, with an Enhancement Bonus of +1 per 3 hit dice (round up). It is a [Dragon] effect, and powers Gabite up, granting a +2 Enhancement Bonus to Strength until the end of its next turn. In a Contest, using this grants a +2 Bonus on its next turn.

Gobble (Ex): Gabite's Bite is a [Dark] attack like basically all bites ever. Also, if it deals any damage with its Bite it regains 1 HP - or 2 on a Critical Hit. In a Contest, if this successfully gains any points and rolls higher than whoever went before, the points gained are instead stolen from the "target".

Sandstorm (Sp): Gabite can cast Sandstorm at will. This is a [Ground] effect. In a Contest, it has the same effect as the Sandstream feat.

Dual Chop (Ex): With a Standard Action, Gabite can make two Slam attacks (2d6 + Strength, modified by size). They both have a critical value of 18-20/x4, and if both hit the same foe, the opponent takes 1d10 Dexterity damage. This is a [Dragon] effect. In a Contest, Gabite rolls twice and picks the higher result for its Skill Check when using this.

Sand Tomb (Su): Once per hour, Gabite may summon a column of twisting sand with a Full Round Action. A 10' radius, 60' tall Column appears in Close Range, and all in the area must pass a Reflex Save (Charisma-based) or be Anchored for the duration, suffering 2d6 damage each round. Creatures in the area have Concealment against other creatures, but creatures out of the area have Concealment against creatures inside it. It remains for ten rounds, and is a [Ground] effect. The sample Gabite has a DC of 14.

Emerging Strike (Ex): Gabite is able to charge while still burrowing, and can finish the charge in open terrain - tearing forward through the earth and slamming into a foe out of nowhere. The foe is denied their Dexterity Bonus against Armour Class for this. All attacks made are [Ground] effects when using this. In a Contest, Gabite automatically goes first on the Round after it uses this.

Additional Hit Dice:
Increase Natural Armour by 1 each hit die.

Note: if using Tome Feats, replace Improved Initiative with Blitz, Power Attack with Danger Sense and Leap Attack with Whirlwind Attack.

Garchomp
Large Dragon [Ground]
30 19 18 9 11 14
11d12+44 (115 HP)
Initiative +8
Speed: 60' Burrow 30'
BAB/Grab: +11/+25
Attack: Bite +20 (2d6+10) and Tail +20 (2d6+15)
AC: 28 (-1 Size +4 Dex +15 Natural)
flat 24 touch 13
F +17 R +11 W +7
Feats: Improved Initiative, Power Attack, Leap Attack, Shock Trooper, Sand Veil (B)
Skills: Tumble +18, Intimidate +16, Jump +24, Survival +14, Listen +14
Special Attacks: Sand Attack, Gobble, Dual Chop, Sand Tomb, Emerging Strike, Fire Fang, Dragon Tail, Earthquake
Special Qualities: Dragon Pokemon Traits, Ground Pokemon Traits, Sandstorm
Advancement: 12-13 HD (Large), 14-16 HD (Huge), 17-19 HD (Gargantuan), 20-22 HD (Colossal), 23+ HD (BigLargeMcFuckenHuge)
Do not reduce Garchomp's Dexterity due to natural size increase

Sand Attack (Ex): With a Move-Equivalent Action, Garchomp can throw sand as a Ranged Touch Attack out to 15 feet. If it hits, the target is Blinded for 1 round. This is a [Ground] effect.

Gobble (Ex): Garchomp's Bite is a [Dark] attack like basically all bites ever. Also, if it deals any damage with its Bite it regains 1 HP - or 2 on a Critical Hit. In a Contest, if this successfully gains any points and rolls higher than whoever went before, the points gained are instead stolen from the "target".

Sandstorm (Sp): Garchomp can cast Sandstorm at will. This is a [Ground] effect. In a Contest, it has the same effect as the Sandstream feat.

Dual Chop (Ex): With a Standard Action, Garchomp can make two Slam attacks (2d6 + Strength, modified by size). They both have a critical value of 18-20/x4, and if both hit the same foe, the opponent takes 1d10 Dexterity damage. This is a [Dragon] effect. In a Contest, Garchomp rolls twice and picks the higher result for its Skill Check when using this.

Sand Tomb (Su): Once per hour, Garchomp may summon a column of twisting sand with a Full Round Action. A 10' radius, 60' tall Column appears in Close Range, and all in the area must pass a Reflex Save (Charisma-based) or be Anchored for the duration, suffering 2d6 damage each round. Creatures in the area have Concealment against other creatures, but creatures out of the area have Concealment against creatures inside it. It remains for ten rounds, and is a [Ground] effect. The sample Garchomp has a DC of 17.

Emerging Strike (Ex): Garchomp is able to charge while still burrowing, and can finish the charge in open terrain - tearing forward through the earth and slamming into a foe out of nowhere. The foe is denied their Dexterity Bonus against Armour Class for this. All attacks made are [Ground] effects when using this. In a Contest, Garchomp automatically goes first on the Round after it uses this.

Fire Fang (Su): With a Standard Action, Garchomp may make a Bite attack that is a [Fire] effect. It deals +2d6 Fire damage, and if the foe fails a Reflex Save (Strength-based), they catch fire. The sample Garchomp's DC is 25.

Dragon Tail (Ex): Garchomp has a Tail attack that is also a Primary attack like its Bite. This is a [Dragon] effect, and adds 1.5x Strength Bonus to damage, it's so mighty. Anyone hit must pass a Fortitude Save (Strength-based) or be hurled 30' back and Prone. In a Contest, whoever acts immediately after Garchomp has to roll higher, or they lose their turn completely. The sample Garchomp's DC is 25.

Earthquake (Sp): Garchomp can cast Earthquake at will. This is a [Ground] effect, and the Save DC is Charisma-based. The sample Garchomp has a DC of 17.

Additional Hit Dice:
Increase Natural Armour and Strength by 1 each hit die.

At 13 hit dice, it learns Dragon Rush (Ex): it may make a Charge attack that is a [Dragon] effect, dealing +6d6 damage if it moves at least 50 feet, and +50 damage if it moves at least 100 feet. The foe must also pass a Fortitude Save (Strength-based) or be Dazed for 1 round.

At 14 hit dice, it is perpetually Hasted.

At 16 hit dice, it learns Swords Dance (Ex): it may use a Swift Action to engage in the deadly dance, sharpening its weapons and readying an attack. Until the end of its next turn, all attacks it makes enjoy an Enhancement Bonus of +1 per 3 hit dice (round up), a doubled threat range and +1d6 damage per +1 of Enhancement Bonus. This is a [Normal] effect. In a Contest, it gains an additional point on the Round after this is used.

At 19 hit dice, it learns Outrage (Su): When Garchomp enters an Outrage, which takes a Full Round Action, everything within 50 feet takes 1d6 fire damage per level. This leaves a smoking crater in the ground. The following round, it automatically uses the ability again, this time hitting for 1d8 damage per level out to 75 feet. Finally, on the third round it deals 2d6 damage per level out to 100 feet, then becomes Exhausted for one minute. This cannot be used while Fatigued or Exhausted. This is a [Dragon] effect.

Megavolution: if exposed to a Megavolve effect, Garchomp suffers a -5 Penalty to Dexterity and loses access to Sandstorm. If there is a sandstorm anyway (such as one it already started), its [Ground] and [Rock] effects are all Empowered. Additionally, its Strength is ten points higher. It also loses the innate Haste effect.

Note: if using Tome Feats, replace Improved Initiative with Blitz, Power Attack with Danger Sense, Leap Attack with Whirlwind Attack and Shock Trooper with Lightning Reflexes.

---

Murkrow
Tiny Magical Beast
12 19 6 11 7 14
3d10-6 (10 HP)
Initiative +8
Speed: 10' Fly 50' (Good)
Reach: 5'
BAB/Grab: +3/-4
Attack: Peck +6 (1d3+1, 19-20/x2)
AC: 17 (+2 Size +4 Dex +1 Luck)
flat 13 touch 17
F +2 R +8 W +0
Feats: Improved Initiative, Mean
Skills: Bluff +8, Intimidate +10
Special Attacks: Astonish, Pursuit, Assurance, Peck
Special Qualities: Flying Pokemon Traits, Dark Pokemon Traits, Haze, Super Luck
Advancement: 4-6 HD (Tiny), Evolves into Honchkrow at 7 HD

Astonish (Ex): At any point, Murkrow 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 Murkrow's Charisma Bonus. This is a [Dark] effect. In a Contest, if Murkrow 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.

Pursuit (Ex): any time an opponent leaves a square adjacent to or occupied by Murkrow, even with a Withdraw movement, a 5' step or by Tumbling, it may make an Attack of Opportunity against them as a [Dark] effect. If it hits, it is an automatic Critical Hit. When they finish moving, if they are still within 30 feet, Murkrow may move adjacent to them with an Immediate Action. In Contests, if Murkrow uses this immediately after someone else acts in the same Round, any points won are instead stolen from the other.

Assurance (Ex): being hit by one of Murkrow's allies provokes an Attack of Opportunity from Murkrow.

Peck (Ex): Murkrow's Peck is a [Flying] effect. If the target is holding an edible item, such as a berry, it is stolen and eaten by Murkrow.

Haze (Su): Once per hour, Murkrow can cast Obscuring Mist, however the Mist is also an Anti-Magic Field. The Mist only remains for a number of rounds equal to its Charisma Bonus, and doesn't dispel itself, despite being a Supernatural effect. This is an [Ice] effect.

Super Luck (Su): Murkrow enjoys a Luck Bonus to Armour Class and all Saving Throws of +1 per 5 HD (round up). Additionally, all of its Threat Ranges are doubled and it never suffers Critical Hits.

Note: if using Tome Feats, replace Improved Initiative with Danger Sense.

Honchkrow
Small Magical Beast
16 17 8 15 11 18
7d10-7 (31 HP)
Initiative +7
Speed: 20' Fly 60' (Good)
Reach: 5'
BAB/Grab: +7/+6
Attack: Peck +11 (1d4+4, 19-20/x2)
AC: 16 (+1 Size +3 Dex +2 Luck)
flat 13 touch 16
F +6 R +10 W +4
Feats: Improved Initiative, Mean, Skill Focus: Intimidate
Skills: Bluff +14, Intimidate +19, Disable Device +12
Special Attacks: Astonish, Pursuit, Assurance, Peck, Mean Look, Foul Play, Night Slash, Dark Pulse
Special Qualities: Flying Pokemon Traits, Dark Pokemon Traits, Haze, Super Luck
Advancement: 7-8 HD (Small), 9-14 HD (Medium), 15+ HD (Large)

Astonish (Ex): At any point, Honchkrow 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 Honchkrow's Charisma Bonus. This is a [Dark] effect. In a Contest, if Honchkrow 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.

Pursuit (Ex): any time an opponent leaves a square Honchkrow threatens, even with a Withdraw movement, a 5' step or by Tumbling, it may make an Attack of Opportunity against them as a [Dark] effect. If it hits, it is an automatic Critical Hit. When they finish moving, if they are still within 30 feet, Honchkrow may move adjacent to them with an Immediate Action. In Contests, if Honchkrow uses this immediately after someone else acts in the same Round, any points won are instead stolen from the other.

Assurance (Ex): being hit by one of Honchkrow's allies provokes an Attack of Opportunity from Honchkrow. In Contests, if someone gets a point stolen from them (and neither of the two are Honchkrow), Honchkrow also steals a point from the target.

Peck (Ex): Honchkrow's Peck is a [Flying] effect. If the target is holding an edible item, such as a berry, it is stolen and eaten by Honchkrow.

Haze (Su): Once per hour, Honchkrow can cast Obscuring Mist, however the Mist is also an Anti-Magic Field. The Mist only remains for a number of rounds equal to its Charisma Bonus, and doesn't dispel itself, despite being a Supernatural effect. This is an [Ice] effect.

Super Luck (Su): Honchkrow enjoys a Luck Bonus to Armour Class and all Saving Throws of +1 per 5 HD (round up). Additionally, all of its Threat Ranges are doubled and it never suffers Critical Hits.

Mean Look (Ex): Honchkrow may use the same action to Demoralise all foes within 30' rather than just one foe. Any foe that is Demoralised Cowers for 3 rounds. This is a [Dark] effect. In Contests, if used in conjunction with Intimidate, it grants a +3 Bonus.

Foul Play (Ex): once per opponent per day, Honchkrow 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. The sample Honchkrow makes the test at +9. 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.

Night Slash (Su): Honchkrow may make a pair of special Claw attacks instead of a Peck, as a Standard Action. They are resolved as Touch Attacks unless they are Not Very Effective, and any foe struck must pass a Fortitude Save (Strength-based) or be Staggered for one round. This is a [Dark] effect, and the base damage is 1d4 plus Strength for a Small creature. The sample Honchkrow attacks at +7/+7 for 1d4+3 damage and the Save DC is 16.

Dark Pulse (Su): With a Standard Action once per 3 rounds, Honchkrow can unleash a 30' radius Emanation from itself, hitting all in the area for 1d6 damage per hit die with a Will Save (Charisma-based) for half. This is a [Dark] effect. Th sample Honchkrow deals 7d6 damage with a Save DC of 17.

Additional Hit Dice:
Every odd die, increase Strength by 1. Every even hit die, increase Intelligence and Charisma by 1.

At 9 HD, it learns Quash (Su): with a Standard Action it makes an attack against a foe, and if the attack hits, it deals an additional 3d6 damage and Slows them for one minute. Furthermore, they suffer a -20 penalty to Initiative until the next time Initiative is rolled. This is a [Dark] effect. In Contests, you can declare you are using Quash as soon as turn order is rolled, and designate one pokemon to automatically go last.

At 10 HD, it gains Spell-Like Abilities (Sp): at will - Bull's Strength, Fox' Cunning, Eagle's Splendour, Incite, Inhibit, Mass Snake's Swiftness, Mass Confusion. These are all [Dark] effects.

At 12 HD, it learns Embargo (Su): with a Standard Action, it curses an enemy within Close Range. If they fail a Will Save (Charisma-based), they are unable to benefit from any items - equipped or potions and such -for one minute. This is a [Psychic] effect. In a Contest, using this prevents anybody from stealing anybody else's points for the rest of the Round.

At 15 HD, it learns Snarl (Ex): with a Swift Action, Honchkrow can snarl at a foe to weaken their resolve - and of course, using Fear, this applies against everyone in range. All foes within 30 feet must pass a Will Save (Charisma-based) or take a -5 penalty to Armour Class and Saving Throws against Honchkrow's attacks for the rest of its turn. This is a [Dark] effect.

Note: if using Tome Feats, replace Improved Initiative with Danger Sense and Skill Focus with Dreadful Demeanour.
Last edited by Koumei on Tue Sep 24, 2013 3:58 am, edited 6 times in total.
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