Pokemon Mystery dungeon 3.5e expansion project

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FeyMagician
NPC
Posts: 2
Joined: Sun Jul 14, 2019 8:05 pm

Pokemon Mystery dungeon 3.5e expansion project

Post by FeyMagician »

Okay so this is less of a project I came up with and is more of an expansion of a project by someone named Wiseman on this form at the moment it's just a few more pokemon racial classes.


Floatzel
Buizel/Floatzel
Water Type
Small Size
Ability Scores: +2 Dex, +2 Con
Speed: 35' Swim 60’
Special Attacks: Tail {normal}(Primary Natural Weapon, 1d6 bludgeoning)
Special Qualities: Scent

Relations:Floatzel have a reputation for being too helpful for their own good, often rushing headfirst into danger when they see another pokemon in trouble, as such floatzel are always welcome among most pokemon.

Lands: Floatzel have no territory of their own but usually reside near coastlines, Lakes and rivers.
Adventurers: Floatzel usually adventure out of their desire to make the world a safer place or help others.

Hit Dice: d8
BAB: Average
Saves: Good Reflex and Fortitude
Skills: 4+Int

Rescuer
: Buizel are unmatched swimmers and are well known for saving drowning travelers. Buizel Get a +3 bonus to Heal, Listen and Spot checks

Floatation Sac (Ex): Buizel have a floatation sac that can inflate when they breath, A buizel may always choose to take a 15 on a swim check, and gets a +4 bonus to swim checks.

Sonic Boom (Ex): Buizel can crack their tails with incredible speed, a Buizel may make a ranged touch attack with its tail up to 60 feet applying sonic damage instead of it’s normal type (this is a {normal effect}).

Water Veil(Su): Buizel are immune to the burned condition

Propeller(Ex): Starting at second level and at every even level thereafter, a Buizel increase it’s swim speed by 10’. At every 4th level the Buizel’s tail increase its damage by one die category.

Aqua Ring(Su): Also at second level Buizel may surround itself with a ring of healing water. As a standard action, it may activate this effect, gaining fast healing 3 for 2 rounds per level, after which it cannot be used again for 1 hour, at seventh level the fast healing granted by this effect increases to fast healing 5

Quick Attack (Ex): At 3rd level, a Buizel becomes even faster. It gains a +4 bonus to it's initiative

Pursuit (Ex): At 3rd level buizel deals double damage on an attack of opportunity (sneak attack damage is not doubled). This makes the attack [Dark] type

Swift(Ex): at 4th level Buizel can send a volley of stars at all targets in a 30ft line, each creature in the area of this effect takes 3d4 slashing damage, this is a {normal} Effect


Aqua Tail (Su): Also at fourth level, Buizel may add 2d6 damage to any of it's tail attacks. This makes all damage dealt by them [Water] type.

Evolution: at 5th level Buizel evolves into floatzel it’s ability modifiers become +2 Str +4 Dex +2 con +2 cha and it grows to medium size. Buizel also increases it’s base swim speed to 80 feet.

Aqua Jet(Su): also at 5th level Floatzel can cloak itself in a veil of water and move up to twice its speed while making a bull rush attempt at a creature if it hits that creature takes 2d8 bludgeoning damage this is a {water effect}.

Double Hit(ex): At 6th level Floatzel can make iterative attacks with its tail attack, if it does the second attack gains a +2 bonus to hit.

Ice Beam(su):Also at 6th level 2/day Floatzel can make a ranged touch attack against a creature within 60 feet, if it hits that creature takes 4d8 Ice damage and must make a fortitude save (cha based) or be frozen for 5 rounds this is an {ice} effect.

Dig(ex): at 7th level buizel gains a burrow speed of 20 feet

Bonus Feat: also at 7th level you gain a bonus feat.

Brick Break(ex): starting at 8th level Floatzel may bypass al damage resistances with it’s tail attack if it does it becomes a {fighting} effect.

Scald(Su): Starting at 9th level Floatzel can unleash a torrent of boiling water at a creature within 30 feet as a ranged touch attack dealing 3d6 fire damage, that creature must make a fortitude saving throw (charisma based) or be burned for 5 turns this is a [water] effect.

Waterfall(su): at 10th level Floatzel may unleash its ultimate ability 1/day calling down a torrent of water on a creature within 30 feet, that creature must make a reflex save (Dex based) or take 15d10 bludgeoning damage or half as much on a successful save, also Floatzel gains the ability to swim vertically up any source of water.this is a [water] Effect
Delibird
Delibird
Ice/Flying Type
Small Size
Ability Scores: +2 int,+2 wis
Speed: 20 Fly 30
Special Attacks: Wing 1d4
Special Qualities: Darkvision 60ft

Relations: Delibirds are well known as messengers and are welcomed by most, however there are also delibirds who use their abilities of cargo transportation for elaborate heists that have cause suspicion against delibirds in general in some more populated areas.

Lands: Delibirds mostly live in the Frozen North when they are not actively delivering packages.
Adventurers: Delibird adventurers tend to start adventuring because of a difficult delivery or boredom of being a messenger.

Hit Dice: d4
BAB: Poor
Saves: Good Reflex, Fortitude, and Will
Skills: 6+Int

Couriers
: As Natural carriers of goods delibirds tend to learn very quickly and can find their way around very easily. Delibird get a +3 bonus to Knowledge (any), Profession (courier), Search, Spot, and Survival. Also a delibird always knows which way is north and a delibird with the wanderer background gets a +5 bonus on checks to find the nearest known city.


Tail Bag (Su): A Delibird’s tail has the same properties as a bag of holding except it can only hold 50lbs +10 lbs per hit die of the Delibird of items, living creatures cannot be put inside of it, and it will not create a portal to the astral plane if a bag of holding or similar item is placed inside of it.

Bag Pull(Su): A delibird can pull random energy out of their bag as a swift action this energy will either restore 1d4 worth hit points to a living creature as positive energy would or deal 1d4 damage to a living creature as negative energy would. Using the energy pulled from the bag is a standard action and checking what type of energy was pulled is a move action, each energy type has a 50% chance of being pulled. This can be used out to close range and using this ability on an unwilling creature requires a ranged touch attack.

Feather down(Ex): Delibird gets a +2 natural armor bonus to it’s AC this bonus increases by 1 at level 2 and every 2nd level thereafter.

Icy Wind(Su): Starting at 2nd level delibird can unleash a freezing gale of wind as a standard action creatures in a 30ft cone must make a fortitude saving throw (Int based) or take 1d6 cold damage +1d6 cold damage per every 3rd level after 2nd or half as much on a failed saving throw. Creatures who fail their saving throw get a -5 circumstance penalty to movement speed and a -2 circumstance penalty to ac and dexterity based skill checks for 2 rounds.


Improved Fling(ex): Also at second level Delibird gains Agile Thrower and Brutal thrower as bonus feats and is considered proficient with all improvised weapons when throwing them. Delibird may consider it’s thrown attacks to be [dark] type.

Spikes
(Su): Again at second level Delibird gains the ability to summon caltrops from its bag, this acts as a bag of caltrops and the caltrops summoned by this effect fade away after a number of hours equal to Delibirds Hit Dice. this is treated as a [ground] type ability

Ready Snack(Su): At 3rd level Delibird gains the ability to conjure edible mundane plant matter from it’s bag 3/day as a standard action as Minor creation(without material components) at caster level equal to it’s HD.

Signal Beam (Su): Also at 3rd level Delibird gains the ability to once every 1d4 rounds fire a beam of Light up to 300 feet away as a standard action as a ranged touch attack dealing 1d8 of force damage per every 3 levels delibird possesses. This beam also creates bright light that illuminates a 40 ft area around it. This is a [bug] type attack.

Quick Check(ex): At 4th Level Delibird gains the ability to check what type of energy was pulled out of it’s bag as a free action.

Thief(Su): Also starting at 4th level when Delibird makes contact with a creature Delibird can cause that creature to make a Will save(Int based) or have 1 random object on it’s person be teleported into Delibird’s tail bag. This is a quick action and a [dark] effect.

Empowerment: At 5th level delibird’s racial bonuses become +2 con, +4 Int, +4 wis and delibird’s base flight speed is increased to 50ft. Also at 5th the damage/healing of bag pull is increased by 1d4, Delibird gets a +2 bonus to all saving throws, and the saving throw dc of all of its abilities is increased by 1.

Bestow
(Su): Also at 5th level Delibird gains the ability to teleport one object it is holding or that is in it’s tail bag no heavier than 10lbs to a creature it can see within 120 feet, an unwilling creature makes a wisdom saving throw and if it succeeds the object is instead teleported 60feet away from Delibird towards that creature.

Substitute(Su): Starting at 6th level Delibird can summon a semi-illisionary copy of itself from its bag as a standard action Delibird may choose to give up some Hit points if it does the illusion can interact with the world the same way delibird can except it cannot make attacks or create items and delibird can take actions as though it was the decoy and at it’s position however and it has hit points equal to the amount of hit points given up when it runs out of hit points it’s destroyed, otherwise this spell works exactly like Minor Image.

Forgotten Seed(su): Starting at 7th level twice per day Delibird can create a seed(such as a blast seed) inside of it’s tail bag.

Living Space(su): Starting at 8th level Delibird can create a pocket dimension inside of its tail bag that can store one creature of up to medium size or smaller comfortably. Unwilling creatures must make an escape artist check with dc(11+delibird’s HD+delibird’s Int modifier) in order to escape the pocket dimension. For each Hit die after 8 delibird possesses it can store one additional creature.

Empowerment: At9th Level Delibird’s ability score modifiers become +2 Str +2 Dex +2 con +4 Int, +4 Wis and it’s base flight speed becomes 75. Also The healing/damage From bag pull is increased to 3d4 + Delibird’s HD also creature’s damaged by Delibird’s bag pull must make a will saving throw or repeat the damage next turun, and creatures healed by this ability are cured from the Burned condition, poison, paralysis, and disease.

Blizzard(Su): At 10 level Delibird gains the ability to call down a mighty blizzard 1/day all creatures within 100 feet of delibird must make a dexterity saving throw or take 8d8 bludgeoning damage and 6d8 cold damage and be slowed.
Furret
Sentret/Furret
Small Size
Ability Scores: +2 Dex +2 Charisma
Speed: 20ft
Special Attacks: Scratch (1d4 + dex)
Special Qualities: Darkvision 60

Relations: Sentrets are natural born scouts and look-outs, as such sentrets can sometimes be found acting as guards or are members of criminal organizations, occasionally sentrets and furrets can be found working as heralds for important pokemon or messengers

Lands: Sentrets and furrets can be found just about anywhere however furret’s tend not to linger around long and tend to adopt a nomadic lifestyle.

Adventurers: Sentrets and furrets are very curious pokemon and tend to explore out of a desire to see the world.

Hit Dice: d6
BAB: Average
Saves: Good Reflex
Skills: 6+Int mod

Look out/ Guide: Sentret are naturals at keeping watch and looking around. Sentret get a +3 bonus on Hide, Listen, Search and, Spot checks.


Finesse(ex): Sentret may always use it’s dexterity in place of its strength for melee attack and damage rolls.

Foresight
(Su): Sentret gains Scrappy as a bonus feat and can spend 1 turn studying a creature to make that creature flat footed against its next attack as long as sentret has sight of it.

Stance(ex): Sentret may stand on its tail to increase its height by it’s current height. Also sentret(and furret) can run on all four legs increasing it’s movement speed by 10 feet when doing so.

Fling(ex): at second level Sentret gains Agile Thrower as a bonus feat and is considered proficient with all improvised weapons when throwing them. Sentret may consider it’s thrown attacks to be [dark] type.

Keen Eye
(ex): Also starting at second level Sentret gains a +4 bonus on saving throws against visual effects and a bonus to spot and search checks equal to its total number of Hit dice.

Helping Hand (Su): starting at second level, Sentret may use the Aid Another action as an immediate action that does not provoke attacks of opportunity. Whenever Sentret uses the Aid Another action the bonus granted is +3 or half of its hit dice, whichever is greater.

Shadow Claw(Su): Starting at 3rd level Sentret gains the ability to make a Scratch attack as a standard action, if it does it becomes a touch attack that and has it’s damage increased to 1d6 per 4 hit die beyond the third. This is a {ghost} type effect.

Run Away (Ex): Also at 3rd level Sentret gains the ability to increase its movement speeds by 10 per 3 hit dice it possesses as a swift action for 1 turn every minute.


Quick Attack (Ex): At 4th level, a Sentret becomes even faster. It gains a +4 bonus to it's initiative.

Echoed Voice (Ex): Also at 4th level Sentret gains the ability to raise it’s voice to deafening volume Creatures and objects in a 30 foot line or 15 foot cone (sentrets choice) must make a fortitude saving throw (dc Charisma based) or take 2d6 Sonic damage or half as much on a failed save. Each successive turn sentret uses this ability adds 1d6 to the total damage up to Sentret’s hit dice. Sentret may also use this ability to project it’s voice granting creatures up to 1000 feet away a +10 circumstance bonus on listen checks to hear sentrets voice.

Evolution: At 5th level Sentret evolves into Furret. It becomes medium size. It's racial abilities become +6 Dex +2 wis +2 Cha. It's speed increases by 20 feet and it's Scratch and shadow claw attacks increase by one die size. It also gains climb speed equal to it’s land speed and the ability to fit in spaces a small creature could and gains a +4 bonus to hide checks.

Dodgy: When furret evolves it gains a +3 dodge bonus to ac, this bonus is increased by 1 every 2 levels.

Agility (Ex): also at 5th level, as a swift action, Furret may enact a haste effect upon itself at a caster level equal to its level. Once used, this may not be used again for 1 hour.

Fury Swipes (EX): Also starting at 5th level whenever furret makes a scratch attack (but not a shadow claw attack or a scratch attack granted by this ability) it may also make another scratch attack.

Sucker Punch (Ex): Starting at 6th level if Furret hits a flatfooted opponent with its claw attack, that opponent must make a Fort save (Dex based) or be sickened for 1 minute.

Thunderbolt (Su): At 6th Level, once every 1d4 rounds, Furret may let lose a blast of lightning out to close range, this deals 1d8 damage per level in a 5 foot burst with a reflex save for half damage (cha based). This is an [electric] type attack.

Baton Pass(Su): Starting at 7th level furret gains the ability to switch places with another creature as the Dimension Swap Power at manifester level equal to its Hit Dice.

Flamethrower (Su): at 7th level Furret may breath fire in a cone out to close range. This deals 1d8 damage per level with a reflex save (cha based) for half damage. This damage ignores hardness and is a [Fire] type attack. Once used, the Furret must wait 1d4 rounds before using it again. Those who fail their saves are burned for 5 rounds.

Evasion (Su): at 8th level Furret gains evasion as the Rogue.

Ice Beam (Su): At 8th level, Furret may fire out a beam of pure cold as a standard action. This has the same effect as a polar ray save that any creature struck must make a fort save or become entangled. An entangled creature who fails their save becomes helpless. This is an [Ice] type attack.

Me First (Ex): at 9th level furret gets a +4 bonus to it’s initiative.

Quickness(Ex): Also at 9th level furret gains a +10 bonus to its movement speeds.

Dig(Ex): Again at 9th level furret gains a burrow speed of 20 feet.

Hyper Voice(Ex): At 10th level furret gains the ability to cause it’s voice to erupt in a explosive yell 1/day as a standard action all creatures in a 30 foot cone or a 60 foot by 15 foot line take 10d10 of sonic damage and must make a Fortitude saving throw or be stunned this damage ignores damage resistance and hardness this damage is also doubled against objects. When furret uses this ability all creature’s within 1 mile get a +30 bonus on listen checks to hear it.
Golett/Golurk

Golett/Golurk
Ground/Ghost Type
Small Size
Ability Scores: +2 str,-2 dex, +2 con
Speed: 25
Special Attacks: Slam 1d8
Special Qualities: Darkvision 60ft, Tremorsense 30ft

Relations: Golurk and Gollet rarely leave the places or pokemon they are protecting and tend to be avoided while traveling for fear of incurring their wrath.
Lands: Golurk Have no lands of their own, however they are usually the defenders of ancient ruins or important locations.
Adventurers:Golurk and Gollet Rarely become adventures but when they do it is usually to prevent the destruction of the location or pokemon they are protecting or to destroy an individual responsible for the downfall of said pokemon or location. Gollet and Golurk tend to be rutheless opponents in a fight known for showing no mercy to those they deem a threat.

Hit Dice: 1d8
BAB: Good
Saves: Good fortitude and will
Skills: 2+int

Iron Fist (Ex): Golett’s slam attack deals bonus damage equal to 1.5 its strength modifier.

Sturdy Construction(Ex): Gollet has a natural armor bonus of +4 this is increased by 1 at 3rd level and every odd level thereafter.

Living Construct: Golett does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items.

Astonish (Ex): Starting at 2nd level as a standard action, Golett may make a quick, shocking, melee attack. This deals 1d10+str damage and the target must make a will save or become shaken for one round.This is a [Ghost] attack.

Mud Slap(Ex): Also at 2nd level as a standard action, Golett may launch a glob of mud from its arm as a ranged touch attack that deals 1d6 bludgeoning damage and if it hits the target takes a -1 circumstance penalty on attack rolls it makes until it wipes the mud off as a standard action. This is a [Ground] attack.

No Guard(Ex): Starting at 3rd level when Golett makes an attack roll it may take a penalty on its armor class equal to its level and if it does it may add that amount to its attack roll.

Stealth Rock(Ex): Also at 3rd level Golett learns how to once per hour place a trap of magical stones in a 5ft area when a creature comes within 5 ft of that area they must make a reflex save(wis based) or take 2d6 bludgeoning damage or half as much on a successful save, this trap can be disarmed with a strength check or disable device check with dc equal to its save dc any creature attempting this takes damage as a failed save if the check fails. This is a [Rock] effect.
Iron Defense (Su): Starting at 4th level once per hour, Golett may increase it's defenses as a standard action. It gains the effect of a Bears Endurance, and Barkskin (but metal). This lasts for 1 minute per level.


Safe Guard(Su): Also at 4th level as a standard action, Golett can make up to 6 creatures immune to the burned,confused, petrified, poisoned, paralized, and sleep conditions for 30 seconds.

Bulldoze(Ex): Starting at 5th level when Golett makes a Bullrush attack against a creature that creature must make a fortitude save(strength based) or take 2d8 damage and have its movement speed reduced by 10 feet, the creature takes half as much damage on a successful save. This is a [Ground] Effect.


Megapunch(Ex): Also at 5th level Golett’s slam attack has its size category increased by 1 and Golett can now add 2x its strength bonus to its slam attack.

Dynamic Punch(Ex):Starting at 6th level Golett can take a penalty equal to its HD on an attack roll made with it’s slam attack and if it hits the target is confused(as the spell confusion). This is a [Fighting] effect



Evolution: At 7th level, Golett evolves into Golurk, it’s ability score bonuses become +6 Str -2 Dex, +2 Con, +2 Wis, it becomes large size, its base land speed increases to 35ft, its slam attack increases in size category again and it gains the ability to fly by retracting its arms and legs into its body gaining flight speed of 60 feet with clumsy mobility and the ability to hover.

Drain Punch(Su): Starting at 8th level Golurk can recover Hp to half the amount of damage it deals with its slam attack.

Phantasmal Force(Su): Also at 8th level Golurk can fade into the ethereal plane as a move action for 30 seconds or until it decides to make an attack(whichever comes first, when it makes an attack against a creature in the material plane unless that creature was aware of the attack it is flat-footed).

Ethereal Sight(Su): At 9th level gourk gains the ability to see invisible creatures and creatures in the ethereal plane within 30 feet of it, also golurk gains a +10 circumstance bonus on checks against visual effects.


Earthquake(Su): at 10th level golurk gains the ability to apply the effects of the spell Earthquake once per hour with caster level equal to it’s HD +2 (DC Str based).

Last edited by FeyMagician on Thu Aug 08, 2019 12:59 pm, edited 1 time in total.
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OgreBattle
King
Posts: 6820
Joined: Sat Sep 03, 2011 9:33 am

Post by OgreBattle »

So is an attack like "dig" the same across every Pokemon that has an attack named 'dig'?

Making individual entries for every Pokemon is tough. I figure it'd be easier to have some base classes that can represent multiple Pokemon, in a tabletop role playing game Magmar will not be very different from other ground walking fire types like Charmander or Typhlosion
Last edited by OgreBattle on Tue Jul 30, 2019 6:57 am, edited 1 time in total.
FeyMagician
NPC
Posts: 2
Joined: Sun Jul 14, 2019 8:05 pm

Post by FeyMagician »

OgreBattle wrote:So is an attack like "dig" the same across every Pokemon that has an attack named 'dig'?
Yes except for maybe the level it is gained.

EDIT: Also while I think classes for the different categories for pokemon would be simpler Giving each pokemon it's own racial class is a lot more fun in my opinion.
Last edited by FeyMagician on Tue Jul 30, 2019 7:02 am, edited 1 time in total.
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