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Posted: Wed Jan 21, 2015 12:06 am
by Pixels
In case you still want current stat blocks:
Name: Serena
Race: Vivacious Nixie
Sources: Planar Handbook page 132, SRD
Pokemon Types: Light/Ghost
Challenge Rating: 2
Evolutions: None
Size/Type: Small Outsider (Extraplanar, Incorporeal (Ghost), Light)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: Fly 30 ft (perfect)
Armor Class: 19, touch 19, flat-footed 16
AC Breakdown: 10 + 3 dex + 5 deflection + 1 size
Base Attack/Grapple: +1/-3
Attack: Short sword +5 (1d4/19-20) or light crossbow +5 ranged (1d6/19-20) or positive energy ray +5 touch (1d4+5 positive energy)
Full Attack: Short sword +5 (1d4/19-20) or light crossbow +5 ranged (1d6/19-20) or positive energy ray +5 touch (1d4+5 positive energy)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities (CL 4, 3/day - charm person (DC 16)), positive energy ray
Special Qualities: Amphibious, water breathing, wild empathy, DR 5/cold iron, low-light vision, spell resistance 17, fast healing 5, darkvision 60 ft, positive energy aura (creatures within 10 ft gain 1 hit point per round)
Saves: Fort +3, Ref +5, Will +3
Abilities: Str -, Dex 16, Con 13, Int 12, Wis 13, Cha 20
Skills: Bluff +14, Diplomacy +14, Hide +11, Intimidate +14, Listen +5, Perform (singing) +14, Spot +5, Survival +5, Use Magic Device +14
Feats: Weapon Finesse, Dodge, (Non-scaling, Motivate Charisma)
Items: Short sword, light crossbow
Notes: Healer and face boost
Description: This blue-green pixie hums merrily, swimming through the air as if it were water. Everything around her is subtly brighter and more vibrant.

Name: Ryu
Race: Meditite
Sources: D&D Wiki
Pokemon Types: Fighting/Psychic
Challenge Rating: 2
Evolutions: None
Size/Type: Small Aberration (Fighting, Psychic)
Hit Dice: 4d8 (18 hp)
Initiative: +1
Speed: 20 ft
Armor Class: 24, touch 12, flat-footed 23
AC Breakdown: 10 + 1 dex + 1 size + 2 natural + 8 armor + 2 shield
Base Attack/Grapple: +3/+0
Attack: Slam +5 melee (1d6+4 plus fire punch)
Full Attack: Slam +5 melee (1d6+4 plus fire punch)
Space/Reach: 5 ft/5 ft
Special Attacks: Fighting style (extra slam attack, pounce), pure power
Special Qualities: Psionics (CL 4, at will - detect good, detect evil, detect law, detect chaos, detect magic; 1/minute - detect thoughts (Will DC 13), calm emotions (Will DC 13), confusion (Will DC 15)), meditate, egg move (fire punch, 2d6+4, Ref DC 15)
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 13, Dex 12, Con 11, Int 12, Wis 11, Cha 10
Skills: Listen +7, Search +8, Spot +7
Feats: Knockout Punching, Improved Trip
Items: Expert Belt, full plate armor (convert BAB damage into nonlethal), steel shield (cover when no enemies within reach)
Notes: Melee badass
Description: A short grey-and-blue Pokemon looks like it is peacefully meditating, but when it opens its eyes they smolder with barely contained rage.

Name: Falena
Race: Venonat
Sources: D&D Wiki
Pokemon Types: Bug/Poison
Challenge Rating: 2
Evolutions: None
Size/Type: Small Magical Beast (Bug, Poison)
Hit Dice: 3d10 (12 hp)
Initiative: +4
Speed: 15 ft, climb 10 ft
Armor Class: 16, touch 15, flat-footed 12
AC Breakdown: 10 + 4 dex + 1 size + 1 natural
Base Attack/Grapple: +2/-3
Attack: Slam +7 (1d3-1 plus poison body)
Full Attack: Slam +7 (1d3-1 plus poison body)
Space/Reach: 5 ft/5 ft
Special Attacks: Stun spore (Fort DC 16, 30ft, 2d4 rounds), poison powder (Fort DC 15, 1d4 wis/2d4 wis), poison body (Fort DC 11, 1d6 con/1d6 con)
Special Qualities: 360 degree vision, darkvision 160 ft
Saves: Fort +3, Ref +7, Will +4
Abilities: Str 8, Dex 19, Con 11, Int 5, Wis 16, Cha 4
Skills: Listen +8, Spot +15, Climb +12
Feats: Weapon Finesse, Ability Focus (stun spore)
Items:
Notes: Lockdown and poison
Description: A purple fluffball waddles around on comically stubby legs. Its faceted eyes glitter red, but contain a boundless amusement.

Name: Velo
Race: Magebed Fleshraker
Sources: Eberron Campaign Setting page 295, Monster Manual III page 40
Pokemon Types: Dark/Poison
Challenge Rating: 2
Evolutions: None
Size/Type: Medium Animal (Fighting)
Hit Dice: 4d8+12 (30 hp)
Initiative: +5
Speed: 50 ft
Armor Class: 25, touch 15, flat-footed 20
AC Breakdown: 10 + 5 dex + 10 natural
Base Attack/Grapple: +3/+8
Attack: Claw +10 (1d4+5 plus poison)
Full Attack: 2 claws +10 (1d4+5 plus poison) and bite +6 (1d6+2) and tail +6 (1d6+2 plus poison)
Space/Reach: 5 ft/5 ft
Special Attacks: Leaping pounce (trip +5), poison (Fort DC 15, 1d6 dex/1d6 dex), rake (+10 attack, 1d4+5 damage)
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +9, Will +3
Abilities: Str 21, Dex 21, Con 17, Int 2, Wis 14, Cha 12
Skills: Hide +13 (+23 in forests), Jump +26
Feats: Multiattack, Weapon Focus (MS variant, claw), False Swipe
Items:
Notes: Melee badass
Description: This pebble-skinned beast is a maelstrom of slashing talons and teeth to its enemies, but loyal and caring to its companions. It is an artificial species, bred specifically for war.

Name: Margary
Race: Half-Celestial Magebred Light Warhorse
Sources: Eberron Campaign Setting page 295, SRD
Pokemon Types: Light/Flying
Challenge Rating: 2
Evolutions: None
Size/Type: Large Outsider (Native)
Hit Dice: 3d8+21 (34 hp)
Initiative: +3
Speed: 70 ft, fly 140 ft (good)
Armor Class: 20, touch 14, flat-footed 15
AC Breakdown: 10 + 3 dex - 1 size + 6 natural + 2 dodge
Base Attack/Grapple: +3/+13
Attack: Hoof +8 (1d4+6)
Full Attack: 2 hooves +8 (1d4+6) and bite +3 (1d3+3)
Space/Reach: 10 ft/5 ft
Special Attacks: Smite evil (1/day, +3 damage)
Special Qualities: Low-light vision, darkvision 60 ft, scent, daylight at-will, spell-like abilities (3/day - protection from evil, 1/day - bless, aid, detect evil), DR 5/magic, SR 13, immunity to disease, resist acid/cold/electricity 10
Saves: Fort +10 (+14 against poison), Ref +6, Will +6
Abilities: Str 22, Dex 17, Con 25, Int 4, Wis 17, Cha 10
Skills: Listen +9, Spot +9
Feats: Endurance (Grimoire), Run, Dodge (MS Variant)
Items: Military saddle, saddlebags (see Luca's character sheet for details)
Notes: Riding
Description: A magnificant horse with the wings (and brain) of a bird.

Name: Casco di Phil
Race: Cassisian
Sources: http://tgdmb.com/viewtopic.php?p=384917#384917
Pokemon Types: Light/Steel
Challenge Rating: 2
Evolutions: None
Size/Type: Tiny Outsider (Angel, Extraplanar, Good)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: Fly 60 ft (perfect)
Armor Class: 20, touch 14, flat-footed 18
AC Breakdown: 10 + 2 dex + 6 natural + 2 size
Base Attack/Grapple: +2/-10
Attack: Ram +2 (1d4-4)
Full Attack: Ram +2 (1d4-4)
Space/Reach: 2.5 ft/0 ft
Special Attacks: Breath weapon (2d6, DC 12, 15 ft cone or 30ft line), spell-like abilities (at-will - detect evil, know direction, aid, daylight, 1/day - commune)
Special Qualities: Living equipment, judgement, protective aura, immunity to acid, cold, electricity, and petrification, tongues, fire resistance 10, SR 12, darkvision 60 ft, low-light vision
Saves: Fort +4 (+8 vs poison), Ref +5, Will +4
Abilities: Str 3, Dex 14, Con 12, Int 10, Wis 12, Cha 12
Skills: Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Knowledge (geography) +5, Knowledge (engineering) +5, Hide +15, Move Silently +7, Diplomacy +6
Feats: Arena Trap
Items:
Notes: Translator and miniature god
Description: A bronze helmet adorned with wings glides through the air effortlessly. Two points of shining golden light regard carefully you from within the visor.

Posted: Wed Jan 21, 2015 1:03 am
by Prak
Hm... as I understand CR, each fraction of CR is treated as a step, so a CR 1/3 creature advanced 1 CR would become CR 1/2. So Lucifer could theoretically have (1+3+[3 per step below 1]) HD (I don't know the corollax CR off the top of my head). But that's at least 7 HD, and that's insane.

So, here's what we'll do. A pokemon's CR should be roughly equal to it's HD, just for sanity sake, unless it does literally nothing but soak up damage. I'm fine with a CR 3 Graveler having 7+ HD, but that wouldn't be particularly exciting. So lets say every two HD, the pokemon can learn a move, and I'll work out the move mechanically, just keep the monster's pokemon type and such in mind. Stirge learning Infestation, I can work with. Behir learning Surf, maybe not so much. We'll see if this keeps pokemon appropriate to the CR they're supposed to have without sending their HP et al. to crazy town.

That work?

Posted: Wed Jan 21, 2015 1:13 am
by Pixels
Good idea. I can imagine things turning into padded sumo pretty quickly with just pumping HD, and that's no fun for anybody.

Posted: Wed Jan 21, 2015 1:47 am
by Darth Rabbitt
A Corollax out of the box is CR 1/2, and has 1 HD. Magical beasts as written advance by 1 CR per 3 HD. So if it counts as 1 step Lucifer would have 4 HD to be CR 1, +1 for Phantom.

But yeah, your solution sounds more reasonable. I'd totally be down with Lucifer knowing Shadow Ball or Confuse Ray, for instance.

Posted: Wed Jan 21, 2015 2:48 am
by radthemad4
Awesome! I need to think of some appropriate moves for my pokeymans.

Posted: Wed Jan 21, 2015 5:00 am
by Pixels
Also, I like the code/Pokemon moves. It's a nice touch.

Posted: Wed Jan 21, 2015 5:17 am
by radthemad4
Would being able to use Natural Cure on other pokemon or people be acceptable as Happiny's 2 HD move?

Posted: Wed Jan 21, 2015 8:10 am
by Prak
Yeah. Happiny can learn Heal Bell (as natural cure, removes all status effects from one allied pokemon)

Posted: Wed Jan 21, 2015 8:32 am
by Pixels
Just to make certain (this will be the first time it's come up) are we using Koumei's rules for attacks that are super effective or not very effective? +4 to attack rolls/DCs and +attacker's HD to damage if super effective, -4 to attack rolls/DCs and -defender's HD to damage if not very effective?

Also, if Velo uses his False Swipe feat, do his attacks then count as Normal, or do they still count as Poison?

Posted: Wed Jan 21, 2015 8:41 am
by Prak
No, I think the +/-4 thing was really underwhelming.

If a pokemon is immune to an attack (ground v. electric), the attack flat takes no effect.
If a pokemon is resistant to an attack, the attack deals half damage.
Super Effective means double the damage
Each additional step of super effectiveness (so, a Ground/Fire being hit with Water) increases damage die by a step. So a 1d6 Water move against Camerupt would do 2d8 (effectively).
For each additional step of resistance, reduce the damage by a die step, minimum 1. So a 1d10 Water move against a Grass/Water/Draqon would do (1d6)/2 points of damage.

Edit: Unless the False Swipe feat says they become Normal type, I'll let them stay Poison.

Posted: Wed Jan 21, 2015 8:45 am
by Pixels
Got it. I'll have Luca's turn up in a few minutes.

Posted: Wed Jan 21, 2015 4:39 pm
by radthemad4
Prak wrote:Yeah. Happiny can learn Heal Bell (as natural cure, removes all status effects from one allied pokemon)
Awesome. Is it a full round action? What's its range? Since it can heal the entire party in the games, perhaps it should scale for something like 1 target per 2 HD (minimum 1).

I'd like to request Benign Transposition (Ally Switch) as an SLA for Shazam's (Abra) 2 HD move and Copycat for Zorua's.

Posted: Thu Jan 22, 2015 9:48 am
by Prak
Full round, we'll say 30' range. Let's say +1 ally/3 HD.

Those moves should be fine.

Posted: Thu Jan 22, 2015 10:19 am
by Prak
So, it occurs to me that people are basically either effectively delaying their command until their pokemon's turn, or their pokemon are having to delay for their trainer's turn.

So, we'll finish this match out as we've been doing, but I'm thinking that in future we can just say that trainers delay until their pokemon's turn, unless they have the feat that allows them to make their pokemon act on their initiative instead, which basically just gives them two initiative rolls.

Posted: Thu Jan 22, 2015 3:32 pm
by Griffinsummoner
Well, as long as there's nothing else for the trainer to do, like in an official match like this, I think people are just avoiding half-posts for no purpose. In a standard fight it'll be easier to make a post for each.

Posted: Mon Jan 26, 2015 11:52 am
by radthemad4
Lucifer uses Color Spray?

Posted: Mon Jan 26, 2015 12:06 pm
by Darth Rabbitt
Yeah. Thought I'd posted that.

Posted: Wed Jan 28, 2015 4:09 am
by Mask_De_H
Quick question: does using the Bard's Bewilder work on Pokemon and if so, is it a violation of Pokemon battle rules?

Posted: Wed Jan 28, 2015 10:02 pm
by radthemad4
I don't see why it wouldn't work on Pokemon. Btw, there's a modified version of Frank's Bard on dndwiki.

Posted: Thu Jan 29, 2015 12:14 am
by Prak
Yeah, I've been thinking that over, and it's hard to justify it not working on pokemon. As to allowance of it in pokemon battles... it's the kind of thing that, the effect would be banned, but the League would look ridiculous trying to ban it, especially since it could take so many forms.

So, yes it works on pokemon (within the normal limits of bardic performances) and yes it can be used in a trainer battle, mostly because a ban would be nigh-un-enforceable.

Sorry for the delay on the game guys. I've been getting used to classes again, and today was... busy until about 7 or so, and I just wasn't up to handling the game. I'll go take care of it now.

Posted: Mon Feb 02, 2015 10:33 am
by radthemad4
Yeah, real life gets in the way sometimes. I hope this isn't dead just yet though.

Are additional monk fighting styles okay as even HD moves (from 4 HD onwards for Pokemon that already have fighting styles*)?

Mostly out of curiosity, have you guys decided on what 2 HD (and 4 HD in some cases) moves to pick for your pokemon yet?

*Edit: So they don't have more fighting styles than Tome Monks, as Monks get them at every odd level

Posted: Mon Feb 02, 2015 6:54 pm
by Pixels
I'm still around. We need Prak though to keep things moving along.

I haven't thought much about which sorts of moves I'd want yet. I figure it will be a while until we level, so there is no great rush.

Posted: Mon Feb 02, 2015 6:57 pm
by Prak
On Fighting Styles- maybe. Let me think.

I'm still here, I've just been focused on getting my new computer set up. I have to leave for class in a bit, but let me make some more coffee and and I'll do a post before I leave.

Posted: Mon Feb 02, 2015 7:09 pm
by radthemad4
Pixels wrote:I haven't thought much about which sorts of moves I'd want yet. I figure it will be a while until we level, so there is no great rush.
Prak wrote:
Hm... as I understand CR, each fraction of CR is treated as a step, so a CR 1/3 creature advanced 1 CR would become CR 1/2. So Lucifer could theoretically have (1+3+[3 per step below 1]) HD (I don't know the corollax CR off the top of my head). But that's at least 7 HD, and that's insane.

So, here's what we'll do. A pokemon's CR should be roughly equal to it's HD, just for sanity sake, unless it does literally nothing but soak up damage. I'm fine with a CR 3 Graveler having 7+ HD, but that wouldn't be particularly exciting. So lets say every two HD, the pokemon can learn a move, and I'll work out the move mechanically, just keep the monster's pokemon type and such in mind. Stirge learning Infestation, I can work with. Behir learning Surf, maybe not so much. We'll see if this keeps pokemon appropriate to the CR they're supposed to have without sending their HP et al. to crazy town.

That work?
We've got quite a few Pokemon that have 2 HD (some have 4 or higher). I took Heal Bell (cures status effects) on my Happiny and Ally Switch (Benign Transposition) on my Abra. Not sure about the others yet.
Prak wrote:On Fighting Styles- maybe. Let me think.

I'm still here, I've just been focused on getting my new computer set up. I have to leave for class in a bit, but let me make some more coffee and and I'll do a post before I leave.
Awesome!

Posted: Mon Feb 02, 2015 9:25 pm
by Darth Rabbitt
Oh, I was considering Shadow Ball. A damaging [Ghost] attack that would give Lucifer something to do against creatures immune to mind-affecting effects.