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View Full Version : not another one! PEACH my WIP pocket critter sumMons



drew2u
2012-02-15, 11:22 PM
This is yet another one of these Pokemon Build posts that pop up every month or so. Pathfinder-leaning build.
These are meant to be balanced against each other but easily thrown into a d20/Pathfinder game if someone wanted to.

So in my mind, Pokemon are magical beasts with certain characteristics (that which are given in the videogames for balance). 'Cause, ya know, we need Salamence or Hydreigon to be Dragon creature-type and even more insanely powerful than they already are. So for this build I'm sticking with just augmented magical beasts for ease of translation.

Changes: To avoid Rocket-tag, I might drop the ability to score Attacks of Opportunities. With the addition of spacing, reach, movement, and limits to the range and area of attack effects, I would think that could help avoid the whole rocket-tag scenario, at least at higher levels. Low levels would still resolve really quick.

note: These aren't 100% complete, but are the best I can think of for right now. Things I haven't added: Stat bonus every 4 levels, feats, & skills.


Pokemon are considered Magical Beasts with these additional traits:
Natural Attack: Pokemon are highly-specialized creatures, therefore they only have one unarmed attack they use after exhausting all their Special Attacks and Spell-like Abilities. This universal natural attack is Struggle (melee touch, bludgeoning, force damage). Struggle deals additional recoil damage of 1/4th the damage dealt to the foe. Struggle can even hit ethereal, incorporeal, or like-ability creatures. Struggle does not bypass concealment.

Special Attacks & Spell-like Abilities: May choose any combination of these at the beginning of each day, but only four at a time. A Pokemon's Spell-like Abilities are unique in that they are Cha-based to perform but have a Wis-based AC for the opponent (10+Wis+mod). These Special Attack and Spell-like Abilities use a point-pooling system: 12 points at level one and an additional 12 points for every odd level thereafter.
Unless specified, all Special attacks and Spell-like Abilities are standard actions that happen immediately.

Status: Status moves are a subset of Special Attacks and Spell-like Abilities. Unlike the former two which rely on attacking and dealing damage, Status moves are usually passive or alter the field. The save DC versus a status move on another creature will usually be HD+d20 of the attacker versus a Will save of the defender.

Evolution: This can be negated by a successful Handle Animal check of 10+HD of the creature. Holding off evolution may allow access to Special Attacks and Spell-like Abilities that an unevolved form learns. A pokemon qualifies to learn a new attack upon leveling up and before it starts to evolve.
Evolution is recorded by family tree in the following format: E-###.# where 'E' stands for evolution, ### is the family group, and .# is the individual creature number inside that family.

Natural Armor is Int based.

Power Throw: Pokemon substitute their Str modifier instead of their Dex when using ranged Special Attacks.

Feats: When creating or advancing a pokemon, the preloaded feats in a pokemon's stat block can be altered for customization. Adjust any stat changes from the feat change accordingly.

Subtypes - Pokemon have either one or two subtypes that grant them resistances (-50% damage), immunities (no damage), or weaknesses (+50% damage) to Special Attacks & Spell-like Abilities of those same subtypes. A Vulnerability means the pokemon takes half-again as much damage from the weakness (+50% damage).

Alignment: All pokemon are Neutral alignment, though their loyalty to their owner may make them take mischievous actions.

Languages: Pokemon understand Common but cannot speak it without taking requisite feats.

Original fakemon to bypass copyrights:
To keep in mind: the stats for the starters are roughly equitable to official pokemon were I to translate them.

GRASS STARTER
(Confuciusornis + Sage -> Icarus -> Griffin)
E-001.1
Salvian - Fluffy Down pokemon
Small magical beast [plant]
Init 0; Senses low-light vision, darkvision; Perception -1
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DEFENSE
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AC 12, (+1 size, +1 Dex)
hp 4 (1d10-1)
Fort +1, Ref +3, Will -1
Resistance electricity, plant, earth, water
Weakness vermin, fire, air, cold, acid
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OFFENSE
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Melee Struggle +1 (+1 size; 2d6-1 force damage plus 1/4 recoil, minimum 1)
Special Attacks see below
Spell-like Abilities see below
Speed 20 ft
Space 2.5 ft; Reach 0 ft. (2'04" 8.6 lbs)
___________________
STATISTICS
___________________
Str 8, Dex 12, Con 8, Int 8, Wis 9, Cha 13
Base Atk +1; CMB -1; CMD 10
Feats (1 feat)
Skills (1 skill point), Acrobatics, Climb, Perception, Stealth, Swim
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SPECIAL ABILITIES
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Overgrow (Natural Ability)
When this pokemon is reduced to 1/3rd of its remaining hit points, the damage done by any of its [plant] Special Attacks or Spell-like Abilities is increased by 1/2 die per level.
Special Attacks (Ex) and Spell-like Abilities (Sp)
A 1HD Salvian has 12 PP/day and may choose 4 options from the following list:

Scratch [natural]
Growl [natural]
Peck [air]
Whirlwind [air]
Razor Leaf [plant]
Bullet Seed [plant]
Slash [natural]
Aerial Ace [air]

A Salvian of 5HD gains access to Synthesis [plant], Tailwind [air], and Energy Ball [plant].
Additionally, a Salvian of 8HD may add Leech Seed [plant] to its list.
A Salvian that has hatched from an egg may inherit the following: Air Slash [air], Featherdance [air], Dragon Tail [dragon], and Crush Claw [natural].

Advancement: A Salvian that gains 5HD may change form into a Salviage. Upon changing, boost the stats of the creature by +5 Cha; +4 Str, Wis; and +3 Con, Int, Dex.

Salvians are small, green, flight-less birds with a very soft coat of feathers. They love to sunbathe in groups on clear days. As they gather to preen, an enticing floral aroma wafts from the group.

E-001.2
SALVIAGE - Solar Flight pokemon
small magical beast [plant, air]
Init +2; Senses low-light vision, darkvision 60 ft.; Perception +1
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DEFENSE
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AC 13 (+2 Dex, +1 Size)
hp 25 (5d10)
Fort +4, Ref +6, Will +2
Immune earth
Resistance martial, electricity, plant, water
Weaknesses to fire, air, acid, stone
Vulnerable to cold
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OFFENSE
___________________
Speed 30 ft; Fly 30 ft. (average)
Melee Struggle +5 (+1 size; 2d6+1 force damage plus 1/4 recoil, minimum 1)
Space 5 ft; Reach 5 ft. (3'07" 34.8 lbs)
Special Attacks see below
Spell-like Abilities see below
___________________
STATISTICS
___________________
Str 12, Dex 15, Con 11, Int 11, Wis 13, Cha 18
Base Atk +5; CMB +5; CMD 17
Feats (3 feats)
Skills (8 skill points) Acrobatics, Climb, Perception, Stealth, Swim
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SPECIAL ABILITIES
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Overgrow (Natural Ability)
When this pokemon is reduced to 1/3rd of its remaining hit points, the damage done by any of its [plant] Special Attacks or Spell-like Abilities is increased by 1/2 die per level.
Special Attacks (Ex) and Spell-like Abilities (Sp)
A 5HD Salviage has 36 PP.
In addition to the list of Special Attacks and Spell-like Abilities a Salvian knows, a Salviage of 8HD may add Sky Drop [air]. A Salviage of 12HD may add Leaf Blade [plant], Wing Attack [air], and Steel Wing [metal]. A Salviage of 15 HD may add Brave Bird [air].
Advancement
A Salviage that gains 8HD may change form into a Griffucius. Upon changing, boost the stats of the creature by +7 Dex, Con, Cha; +5 Str, Wis; +3 Int. Its size increases from small to medium and gains any adjustment from the size change.

Salviages are often seen on sunny days playing in the sky by riding thermals and then plummeting to the ground. Generally easy-to-amuse, they can get snippy to anyone interrupting their capering.

E-001.3
Griffucius - Wise Aves Pokemon
Medium Magical Beast [plant, air]
Init +6; Senses low-light vision, darkvision 60 ft.; Perception +3
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DEFENSE
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AC 18 (+6 Dex, +2 Nat)
hp 72 (8d10+32)
Fort +10, Ref +12, Will +6
Immune earth
Resistance martial, electricity, plant, water
Weaknesses to fire, air, acid, stone
Vulnerable to cold
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OFFENSE
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Speed 30 ft; Fly 40 ft. (good)
Melee Struggle +11 (2d6+3 force damage plus 1/4 recoil, minimum 1)
Space 10 ft; Reach 5 ft. (6'07" 115.1 lbs)
Special Attacks see below
Spell-like Abilities see below
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STATISTICS
___________________
Str 17, Dex 22, Con 18, Int 14, Wis 18, Cha 25
Base Atk +8; CMB +11; CMD 27
Feats (4 feats)
Skills (20 skill points) Acrobatics, Climb, Perception, Stealth, Swim
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SPECIAL ABILITIES
___________________
Overgrow (Ex)
When this pokemon is reduced to 1/3rd of its remaining hit points, the damage done by any of its [plant] Special Attacks or Spell-like Abilities is increased by 1/2 die per level.
Special Attacks and Spell-like Abilities
An 8HD Griffucius has 48 PP.
In addition to the list of Special Attacks and Spell-like Abilities a Salvian and Salviage knows at the time of evolution into a Griffucius, a 12HD Griffucius may add Dragon Claw [Dragon] to its list.

Griffucius are green avians with two tails. Griffucius tend to be solitary creatures with a wide territory both on the ground and in the sky. While a calm creature, they do not hesitate to defend their territory from intruders.


FIRE STARTER
(gecko -> iguana -> frilled lizard)
E-002.1
Geckoal - Hearth Pokemon
Tiny magical beast [fire]
Init -1; Senses low-light vision, darkvision 60 ft.; Perception +x
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DEFENSE
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AC 11 ( -1 Dex, +2 size)
hp 5 (1d10+1)
Fort +3, Ref +1, Will -1
Resistance vermin, fire, plant, cold, metal
Weaknesses to earth, stone, water
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OFFENSE
___________________
Speed 20 ft; Burrow 20 ft
Melee Struggle +2 (+2 size; 2d6-1 force damage plus 1/4 recoil, minimum 1)
Space 2 ft; Reach 0 ft. (1'08", 5.1 lbs)
Special Attacks see below
Spell-like Abilities see below
___________________
STATISTICS
___________________
Str 8, Dex 8, Con 12, Int 9, Wis 9, Cha 12
Base Atk +1; CMB -2; CMD 6
Feats (1 feat)
Skills (1 skill point) Acrobatics, Climb, Perception, Stealth, Swim
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SPECIAL ABILITIES
___________________
Blaze (Ex)
When this pokemon is reduced to 1/3rd of its remaining hit points, the damage done by any of its [fire] Special Attacks or Spell-like Abilities is increased by 1/2 die per level.
Special Attacks and Spell-like Abilities: A Geckoal starts play with 12 PP and may choose from the following list:
Pound [natural]
Leer [natural]
Amber [stone]
Ember [fire]
Bite [dark]
Incinerate [fire]
Stoke [fire]
Stone Edge [stone]
A Geckoal of 5HD gains access to Heat Wave [fire], Flint Strike [stone], Heat Burst [fire].
Additionally, a Geckoal of 8HD may add AncientPower [stone] to its list.
A Geckoal that has hatched from an egg may inherit the following: Rock Blast [egg], Rock Polish [egg], Scary Face [egg], Glare [egg].

Advancement: A Geckoal that gains 5HD may change form into a Iguaneth. Upon changing, boost the stats of the creature by +4 Int, Wis; +3 Con, Cha; +2 Dex, Str. Its size increases from tiny to small and gains any stat adjustment accordingly.

Geckoals are tiny salamanders that hatch from coal-like eggs warmed in a fire. People in cold environments tend to let their geckoal ride around their neck for warmth. Geckoals love to bask in stoves or on top of heaters.

E-002.2
Iguaneth - Thermo Pokemon
Small magical beast [fire, stone]
Init -1; Senses low-light vision, darkvision 60 ft.; Perception +x
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DEFENSE
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AC 11 (+1 Nat, +1 Size, -1 Dex)
hp 35 (5d10+10)
Fort +6, Ref +3, Will +2
Resistance vermin, fire, plant, cold, metal, acid, natural
Weaknesses to stone, martial
Vulnerable to earth, water
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OFFENSE
___________________
Speed 30 ft; Burrow 30 ft
Melee Struggle +8 (+1 size; 2d6+2 force damage plus 1/4 recoil, minimum 1)
Space 2 ft; Reach 0 ft. (3'11", 48.5 lbs)
Special Attacks see below
Spell-like Abilities see below
___________________
STATISTICS
___________________
Str 14, Dex 8, Con 15, Int 13, Wis 13, Cha 15
Base Atk +5; CMB +6; CMD 16
Feats (3 feats)
Skills (x skill point) Acrobatics, Climb, Perception, Stealth, Swim
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SPECIAL ABILITIES
___________________
Blaze (Ex)
When this pokemon is reduced to 1/3rd of its remaining hit points, the damage done by any of its [fire] Special Attacks or Spell-like Abilities is increased by 1/2 die per level.
Special Attacks and Spell-like Abilities
A 5HD Iguaneth has 36 PP.
In addition to the list of Special Attacks and Spell-like Abilities a Geckoal knows at the time of evolution into an Iguaneth, an Iguaneth of 8HD may add Fireball [Fire]. An Iguaneth of 12HD may add Crunch [dark], Smack Down [stone], Flame Burst [fire]. An Iguaneth of 15 HD may add Fire Fang [fire].

Advancement
An Iguaneth that increases to 8HD or more may change into a Tetsulisk. Upon changing, boost the stats of the creature by: +7 Con, Wis, Cha; +6 Str; +5 Int; +4 Dex. Its size increases from small to medium and gains any stat adjustment accordingly.

The dorsal spines on an iguaneth regulates its body temperature and may cause nearby material to spontaneously combust. It isn't uncommon to find Iguaneth in treetops. Its dewlap expands right before it lets out a fireball.

E-002.3
Tetsulisk - Heat Flare Pokemon
Medium magical beast [fire, stone]
Init +0; Senses low-light vision, darkvision 60 ft.; Perception +x
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DEFENSE
___________________
AC 14 (+4 Nat)
hp 88 (8d10+48)
Fort +12, Ref +6, Will +7
Resistance vermin, fire, plant, cold, metal, acid, natural
Weaknesses to martial, stone
Vulnerable to earth, water
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OFFENSE
___________________
Speed 30 ft; Burrow 30 ft
Melee Struggle +15 (2d6+7 force damage plus 1/4 recoil, minimum 1)
Space 5 ft. Reach 5 ft. (5'11" 221.6 lbs)
Special Attacks see below
Spell-like Abilities see below
___________________
STATISTICS
___________________
Str 24, Dex 10, Con 22, Int 18, Wis 20, Cha 22
Base Atk +8; CMB +15; CMD 25
Feats (3 feats)
Skills (xx skill points) Acrobatics, Climb, Perception, Stealth, Swim
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SPECIAL ABILITIES
___________________
Blaze (Ex)
When this pokemon is reduced to 1/3rd of its remaining hit points, the damage done by any of its [fire] Special Attacks or Spell-like Abilities is increased by 1/2 die per level.
Special Attacks and Spell-like Abilities
An 8HD Tetsulisk has 48 PP.
In addition to the list of Special Attacks and Spell-like Abilities a Geckoal and Iguaneth knows at the time of evolution into a Tetsulisk, a 12HD Tetsulisk may add Heat Flash [fire] to its list.

When enraged, it fans out its collar letting loose a heat blast. It increases the surrounding air temperature so that water evaporates before touching it.

WATER STARTER
(water horses -> hippocampus)
E-003.1
Shoaling - Splash pokemon
Small magical beast [aquatic]
Init +1; Senses low-light vision, darkvision 60 ft.; Perception +x
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DEFENSE
___________________
AC 12 (+1 Size, +1 Dex)
hp 5 (1d10)
Fort +2, Ref +1, Will -1
Resistance fire, aquatic, cold, metal
Weaknesses vulnerability to electricity, plant
___________________
OFFENSE
___________________
Speed 20 ft; Swim 20 ft.
Melee Struggle +3 (+1 size; 2d6+1 force damage plus 1/4 recoil, minimum 1)
Space 2 ft; Reach 0 ft. (2'11" 11.0 lbs)
Special Attacks see below
Spell-like Abilities see below
___________________
STATISTICS
___________________
Str 13, Dex 13, Con 10, Int 8, Wis 9, Cha 9
Base Atk +1; CMB +1; CMD 12
Feats (1 feat)
Skills (1 skill point) Acrobatics, Climb, Perception, Stealth, Swim
SQ amphibious (ex), water walk (ex)
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SPECIAL ABILITIES
___________________
Torrent (Ex)
When this pokemon is reduced to 1/3rd of its remaining hit points, the damage done by any of its [water] Special Attacks or Spell-like Abilities is increased by 1/2 die per level.
Special Attacks and Spell-like Abilities
A 1HD Shoaling starts play with 12 PP/day and may choose 4 options from the following list:
Splash
Tackle
Tail Whip
Aqua Jet
Water Sport
Double Kick
Brine
Stomp
Whirlpool
A Shoaling of 5HD gains access to Scald [water], Crest [water], Rapid Spin [natural].
Additionally, a Shoaling of 8HD may add Dive [water] to its list.
A Shoaling that has hatched from an egg may inherit the following: Work Up [egg], Soak [egg], ExtremeSpeed [natural], Mist .
Advancement
A Shoaling that gains 5HD may change form into a Ecrestrian. Upon changing, boost the stats of the creature by +3 Con, Int, Cha; +2 Str, Dex, Wis. Its size increases from small to medium and gains any adjustment from the size change.

[i]As soon as it learns to stand, it starts to play in puddles. It is sometimes startled by its own reflection in water. Shoalings are uncoordinated with their knobby knees and often tumble over.

E-003.2
Ecrestrian - Wave pokemon
medium magical beast [aquatic, martial]
Init +1; Senses low-light vision, darkvision 60 ft.; Perception +x
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DEFENSE
___________________
AC 11 (+1 Dex)
hp 35 (5d10+10)
Fort +8, Ref +1, Will +1
Resistance fire, aquatic, cold, metal, vermin, darkness, stone
Weaknesses vulnerability to electricity, plant, psionic, air
___________________
OFFENSE
___________________
Speed 30 ft; Swim 30 ft.
Melee Struggle +9 (2d6+4 force damage plus 1/4 recoil, minimum 1)
Space 5 ft; Reach 5 ft. (4'08" 106.9 lbs)
Special Attacks see below
Spell-like Abilities see below
___________________
STATISTICS
___________________
Str 19, Dex 13, Con 15, Int 11, Wis 11, Cha 13
Base Atk +5; CMB +9; CMD 20
Feats (3 feats)
Skills (x skill points) Acrobatics, Climb, Perception, Stealth, Swim
SQ amphibious, water walk (ex)
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SPECIAL ABILITIES
___________________
Torrent (Ex)
When this pokemon is reduced to 1/3rd of its remaining hit points, the damage done by any of its [water] Special Attacks or Spell-like Abilities is increased by 1/2 die per level.
Special Attacks and Spell-like Abilities
A 5HD Ecrestrian has 36 PP.
In addition to the list of Special Attacks and Spell-like Abilities a Shoaling knows at the time of evolution into an Ecrestrian, an Ecrestrian of 8HD may add Aqua Tail [water]. An Ecrestrian of 12 HD may add Rolling Kick [martial], Agility [psionic], Bounce [air]. An Ecrestrian of 15 HD may add Reversal [martial].
Advancement
An Ecrestrian that increases to 8HD or more may change into a Gallocamp. Upon changing, boost the stats of the creature by: +8 Str; +7 Dex; +5 Con, Int, Cha; +3 Wis.

They like to jump around in the seafoam along shorelines and spray water along the rocks. They stamp their feet in displays of dominance.

E-003.3
Gallocamp - Shoreline pokemon
Medium magical beast [aquatic, martial]
Init +5; Senses low-light vision, darkvision 60 ft.; Perception +x
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DEFENSE
___________________
AC 18 (+5 Dex, +3 Nat)
hp 80 (8d10+40)
Fort +11, Ref +11, Will +6
Resistance fire, aquatic, cold, metal, vermin, darkness, stone
Weaknesses vulnerability to electricity, plant, psionic, air
___________________
OFFENSE
___________________
Speed 30 ft; Swim 30 ft.
Melee Struggle +x (2d6+x force damage plus 1/4 recoil, minimum 1)
Space 2 ft; Reach 0 ft. (7'07" 209.4 lbs)
Special Attacks see below
Spell-like Abilities see below
___________________
STATISTICS
___________________
Str 27, Dex 20, Con 20, Int 16, Wis 14, Cha 18
Base Atk +8; CMB +16; CMD 21
Feats (4 feats)
Skills (40 skill points) Acrobatics, Climb, Perception, Stealth, Swim
SQ amphibious, water walk (ex)
___________________
SPECIAL ABILITIES
___________________
Torrent (Ex)
When this pokemon is reduced to 1/3rd of its remaining hit points, the damage done by any of its [water] Special Attacks or Spell-like Abilities is increased by 1/2 die per level.
Special Attacks and Spell-like Abilities
An 8HD Gallocamp has 48 PP.
In addition to the list of Special Attacks and Spell-like Abilities a Shoaling and Ecrestrian knows at the time of evolution into a Gallocamp, a 12HD Gallocamp may add Hi Jump Kick [martial] to its list.

Kicks from a gallocamp can punch through steel. Herds of gallocampi cause massive waves at sea. Thunder from their hooves can be heard for miles.

All attacks these three can learn will be listed in my next post (formatting takes forever)

drew2u
2012-02-15, 11:23 PM
reserved for the attacks / moves of the three lines above.

SAMPLE

Aerial Ace
The user confounds the target with speed, then slashes. The attack lands without fail.

Special Attack [air, physical]
PP: 6
Atk Penalty: --
Range: melee
Target: One target on the field
Damage: 1d6 per 2 levels
This move gains a +20 insight bonus to attack. Additionally, this move is unaffected by the miss chance to hit a concealed target and unaffected by any attack penalties.