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LordErebus12
2013-02-23, 11:18 PM
This is my attempt to create three Starter Pokemon with simple evolution templates in a 20th level racial class. I got one down, soon to start working on another. These are mostly meant for fun but i welcome any creative comments.

LordErebus12
2013-02-23, 11:23 PM
Note: Treat this class as a native outsider racial class for Bulbasaur, applying the evolution templates as it grows in level.

Bulbasaur is a quadruped, reptilian creature that somewhat resembles a toad or a young dinosaur with a spotted blue-green hide. It has three white toes or claws growing out of its four legs, and its eyes are a bright red. The most notable feature of this Pokémon is the onion-like bulb on its back, which grows from a seed planted on its back by its mother at birth. Bulbasaur's bulb shares a symbiotic relationship that is beneficial for both. This allows Bulbasaur to get an enhanced boost of energy from the sun during the day and the bulb to remain growing and strong at night. The bulb also contains many seeds from which it draws nutrients.
Though they usually walk on four legs, a Bulbasaur can rise up on its hind legs. When it evolves into Ivysaur, the bulb becomes a larger flower bud, making it nearly impossible for one to rise on its hind legs.

Alignment: Any. Usually Neutral
Hit Dice: 1d8

Skills: Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis).
Skill Ranks per Level: 8 + Int modifier.

{table=head]{colsp=6}Table: Bulbasaur
Level| Attack Bonus | Fort | Ref | Will |
Special

1st | +1 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+2 |Growl, Tackle
2nd | +2 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+3 |Leech Seed
3rd | +3 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+3 |Vine Whip
4th | +4 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+4 |Spores (Poison)
5th | +5 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+4 |Spores (Sleep)
6th | +6/+1 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+5 |Spores (Stun)
7th | +7/+2 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+5 |Takedown
8th | +8/+3 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+6 |Evolution (Ivysaur)

9th | +9/+4 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+6 |Razor Leaf
10th | +10/+5 |{colsp=1}
+7|{colsp=1}
+7|{colsp=1}
+7 |Sweet Scent
11th | +11/+6/+1 |{colsp=1}
+7|{colsp=1}
+7|{colsp=1}
+7 |Growth
12th | +12/+7/+2 |{colsp=1}
+8|{colsp=1}
+8|{colsp=1}
+8 |Double-Edge
13th | +13/+8/+3 |{colsp=1}
+8|{colsp=1}
+8|{colsp=1}
+8 |Synthesis
14th | +14/+9/+4 |{colsp=1}
+9|{colsp=1}
+9|{colsp=1}
+9 |Seed Bomb
15th | +15/+10/+5 |{colsp=1}
+9|{colsp=1}
+9|{colsp=1}
+9 |Solar Beam
16th | +16/+11/+6/+1 |{colsp=1}
+10|{colsp=1}
+10|{colsp=1}
+10 | Evolution (Venusaur)

17th | +17/+12/+7/+2 |{colsp=1}
+10|{colsp=1}
+10|{colsp=1}
+10 |Petal Dance
18th | +18/+13/+8/+3 |{colsp=1}
+11|{colsp=1}
+11|{colsp=1}
+11 |Hyper Beam
19th | +19/+14/+9/+4 |{colsp=1}
+11|{colsp=1}
+11|{colsp=1}
+11 |Spores (Venoshock)
20th | +20/+15/+10/+5 |{colsp=1}
+12|{colsp=1}
+12|{colsp=1}
+12 |Frenzy Plant

[/table]


Class Features
The following are the class features of Bulbasaur.

1st - Growl (Su):
As a standard action, Bulbasaur can release a frightening growl, causing all within 20 ft. who fail a (DC 10 + 1/2 Bulbasaur level + Charisma modifier) will save to become shaken for 1d4 rounds. This is a fear effect.

1st - Tackle (Ex):
Bulbasaur has a primary slam attack dealing 1d4 damage.

2nd - Leech Seed (Su):
As a standard action, Bulbasaur can launch a single razor sharp seed at one target within 30 ft. as a ranged touch attack. If the target fails a (DC 10 + 1/2 Bulbasaur level + Charisma modifier) fortitude save, the seed sprouts within the wound and bursts life-sapping vines across the target. The vines begin dealing 1 point of Constitution modifier each round for 1d4 rounds.

3rd - Vine Whip (Ex):
Bulbasaur gains a secondary slam attack with 15 ft. reach dealing 1d4 damage.

4th - Spores (Poison) (Su):
As a standard action, Bulbasaur can unleash a torrent of spores at one target with 30 ft. as a ranged touch attack. If the target fails a (DC 10 + 1/2 Bulbasaur level + Charisma modifier) fortitude save, the spores become toxic on contact. The poisonous spores begin dealing 1d4 points of Strength modifier initially, then again one minute later.

5th - Spores (Sleep) (Su):
As a standard action, Bulbasaur can unleash a torrent of spores at one target with 30 ft. as a ranged touch attack. If the target fails a (DC 10 + 1/2 Bulbasaur level + Charisma modifier) fortitude save, the spores causes the target to fall into a deep sleep on contact. The spores cause the target to fall prone and unconscious for 1d4 rounds.

6th - Spores (Stun) (Su):
As a standard action, Bulbasaur can unleash a torrent of spores at one target with 30 ft. as a ranged touch attack. If the target fails a (DC 10 + 1/2 Bulbasaur level + 1/2 Bulbasaur level + Charisma modifier) fortitude save, the spores paralyze the target on contact. The spores last for only 1 round.

7th - Takedown (Ex):
Bulbasaur’s primary slam attack (tackle) becomes capable of dealing increased damage, while dealing damage in turn to Bulbasaur. If the Bulbasaur chooses to take 1d6 damage, its tackle deals an additional 2d6 damage. This ability can only be applied once and cannot be stacked with any like ability, such as the Vicious weapon quality or the Double-Edge special ability.

8th - Evolution (Ivysaur):
Apply the Ivysaur Template to the base statistics. If chosen, the template can be prevented for one level, after which the Bulbasaur is offered the same choice until it is taken. This allows for Bulbasaur to reach later levels (and more potent powers) without evolving.

9th - Razor Leaf (Su):
As a standard action, Bulbasaur can fire a barrage of razor sharp leaves at a target within 60 ft. as a ranged touch attack. These leaves deal 1d6 per two levels. This ability can only be used a number of times per day equal to three plus the Bulbasaur’s Charisma modifier.

10th - Sweet Scent (Ex):
Bulbasaur gains a bonus on all charisma based checks with other Pokémon, the bonus equal to one half the bulbasaur’s level.

11th - Growth (Su):
As long as Bulbasaur remains in direct sunlight, it gains a +4 bonus on any healing effect that regenerates health.

12th - Double-Edge (Ex):
Bulbasaur’s primary slam attack (tackle) becomes even more capable of dealing damage, while dealing damage in turn to Bulbasaur. If the Bulbasaur chooses to take 2d6 damage, its tackle deals an additional 4d6 damage. This ability can only be applied once and cannot be stacked with any like ability, such as the Vicious weapon quality or the Double-Edge special ability.

13th - Synthesis (Su):
As long as Bulbasaur remains immobile while in direct sunlight, it gains Fast Healing 5 until it moves. This ability cannot be utilized while using its solar beam special attack.

14th - Seed Bomb (Su):
As a standard action, Bulbasaur can launch a single razor sharp seed at one target within 30 ft. as a ranged touch attack. If successful, the target is dealt 1d6 per level (15d6 maximum) as the seed explodes. Those within 10 ft. of the target must make a (DC 10 + 1/2 Bulbasaur level + Charisma modifier) reflex save or suffer one-half the damage taken by the initial target.

15th - Solar Beam (Su):
As long as Bulbasaur remains immobile while in direct sunlight, it can choose to take a full round action to begin charging a mighty attack. The following round as a standard action, the Bulbasaur can unleash a beam of solar energy to all within a 120 ft. line. The beam deals 1d6 damage per level (half fire, half electricity) unless a successful (DC 10 + 1/2 Bulbasaur level + Charisma modifier) reflex save is made for half damage. This ability cannot be utilized while using its Synthesis special ability.

16th - Evolution (Venusaur):
Apply the Venusaur Template to the base statistics, stacking with the Ivysaur template. As before, the choice is not mandatory and will be offered each level up.

17th - Petal Dance (Ex):
As a full round action, the Bulbasaur flies into a rage-like state for 1d3+2 rounds. During this state the Bulbasaur gains a +2 enhancement bonus to Dexterity and +2 dodge bonus to AC but can only perform a single move action. At each round on the Bulbasaur’s turn, the flower on the Bulbasaur’s back launches a dozen petals around it in a 15 ft. radius, spinning rapidly in a vortex around itself. These petals deal 10d6 slashing damage to all targets within range unless they make a (DC 10 + 1/2 Bulbasaur level + Charisma modifier) reflex save for half damage. After the state ends, the Bulbasaur becomes confused for 1d4 rounds.

18th - Hyper Beam (Su):
As full round action, the Bulbasaur can unleash a powerful beam of force. The beam deals 1d6 force damage per level unless a successful (DC 10 + 1/2 Bulbasaur level + Charisma modifier) reflex save is made for half damage. However, after using this attack, the Bulbasaur is stunned for 1 round. This ability cannot be used more than once per encounter.

19th - Spores (Venoshock) (Su):
As a standard action, Bulbasaur can unleash a torrent of spores at one target with 30 ft. as a ranged touch attack. If the target fails a (DC 10 + 1/2 Bulbasaur level + Charisma modifier) fortitude save, the spores increase the volatility of any poisons currently infecting the target on contact. Damage already taken by poison is unaffected, however, any secondary poison damage will be increased. The poisonous spores double any active poison’s secondary damage within the target.

20th - Frenzy Plant (Ex):
As full round action, the Bulbasaur can unleash its ultimate attack. It radiates heat and light violently, sending glowing leaves and petals twirl around it at high speeds within a 30 ft. radius. All creatures in the area are blinded and take 6d6 points of untyped damage and 6d6 of slashing damage.

A creature to which sunlight is harmful or unnatural takes double untyped damage. A successful (DC 10 + 1/2 Bulbasaur level + Charisma modifier) Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of untyped damage per level plus 6d6 slashing damage, or half of both types of damage if a Reflex save is successful (no save for blindness). In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. This ability dispels any darkness spells of lower than 9th level within its area. This ability cannot be used more than once per day.

Base Statistics and Templates:

Bulbasaur Base Statistics
-2 Dex, +2 Cha
Small Size
30 ft. movement
Darkvision 60 ft.
Immunity to Poison

Ivysaur Template
-2 Dex, +2 Con, +2 Cha
Medium Size
30 ft. movement
Darkvision 60 ft.
Immunity to Poison and non-magical diseases
Natural attack damage increases one step.

Venusaur Template
+2 Str, -4 Dex, +2 Con
Large Size
20 ft. movement
Darkvision 120 ft.
Immunity to Poison and all diseases (non-magical or otherwise)
Natural attack damage increases one step.

LordErebus12
2013-02-23, 11:24 PM
Note: Treat this class as a native outsider racial class for Charmander, applying the evolution templates as it grows in level.

Charmander is an orange reptilian creature resembling a tailed bipedal salamander with some dinosaur qualities, particularly like those of theropods. Charmander has four small fangs visible on its upper and lower jaws, a cream underside and an expansive cream coloration on the sole of its foot. Its most notable feature is the flame burning on the tip of its tail, which is there even at birth. It is said that if this flame goes out, the Pokémon dies, although this has never been proven.
Charmander has been described as cute in appearance; however, one may have to regard it with caution, as its slashing claws are sharp and strong, and thus potentially dangerous.

Alignment: Any. Usually Chaotic
Hit Dice: 1d8

Skills: Climb (Str), Diplomacy (Cha), Fly (Dex; usable only after becoming Charizard), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis).
Skill Ranks per Level: 8 + Int modifier.

{table=head]{colsp=6}Table: Charmander
Level| Attack Bonus | Fort | Ref | Will |
Special

1st | +1 |{colsp=1}
+2|{colsp=1}
+2|{colsp=1}
+2 |Growl, Scratch
2nd | +2 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+3 |Ember
3rd | +3 |{colsp=1}
+3|{colsp=1}
+3|{colsp=1}
+3 |Smokescreen
4th | +4 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+4 |Dragon Rage
5th | +5 |{colsp=1}
+4|{colsp=1}
+4|{colsp=1}
+4 |Scary Face
6th | +6/+1 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+5 |Bite
7th | +7/+2 |{colsp=1}
+5|{colsp=1}
+5|{colsp=1}
+5 |Dragon Claw
8th | +8/+3 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+6 |Evolution (Charmeleon)

9th | +9/+4 |{colsp=1}
+6|{colsp=1}
+6|{colsp=1}
+6 |Fire Fang
10th | +10/+5 |{colsp=1}
+7|{colsp=1}
+7|{colsp=1}
+7 |Flame Burst
11th | +11/+6/+1 |{colsp=1}
+7|{colsp=1}
+7|{colsp=1}
+7 |Flame Charge
12th | +12/+7/+2 |{colsp=1}
+8|{colsp=1}
+8|{colsp=1}
+8 |Slash
13th | +13/+8/+3 |{colsp=1}
+8|{colsp=1}
+8|{colsp=1}
+8 |Flamethrower
14th | +14/+9/+4 |{colsp=1}
+9|{colsp=1}
+9|{colsp=1}
+9 |Iron Tail
15th | +15/+10/+5 |{colsp=1}
+9|{colsp=1}
+9|{colsp=1}
+9 |Dragonbreath
16th | +16/+11/+6/+1 |{colsp=1}
+10|{colsp=1}
+10|{colsp=1}
+10 | Evolution (Charizard)

17th | +17/+12/+7/+2 |{colsp=1}
+10|{colsp=1}
+10|{colsp=1}
+10 |Fire Spin
18th | +18/+13/+8/+3 |{colsp=1}
+11|{colsp=1}
+11|{colsp=1}
+11 |Inferno
19th | +19/+14/+9/+4 |{colsp=1}
+11|{colsp=1}
+11|{colsp=1}
+11 |Fire Blast
20th | +20/+15/+10/+5 |{colsp=1}
+12|{colsp=1}
+12|{colsp=1}
+12 |Blast Burn

[/table]

Class Features
The following are the class features of Charmander.

1st - Growl (Su):
As a standard action, Charmander can release a frightening growl, causing all within 20 ft. who fail a (DC 10 + 1/2 Charmander level + Charisma modifier) will save to become shaken for 1d4 rounds. This is a fear effect.

1st - Scratch (Ex):
Charmander has a primary claw attack dealing 1d4 damage.

2nd - Ember (Su):
As a standard action, the Charmander can spit a small ball of fire at one target. The Charmander must make a successful ranged touch attack against the target, dealing 1d6 fire damage per 2 levels (max 5d6). Flammable materials burn if the flames touch them. A target can extinguish burning items as a full-round action.

3rd - Smokescreen (Su):
As a standard action, Charmander can exhale a cloud of ash and smoke. This smoke fills a 20 ft. cube in front of the Charmander for each round the Charmander continues to exhale, up to a number of cubes equal to its level. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. The ability does not function underwater.

4th – Dragon Rage (Ex):
The Charmander gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian’s rage.

5th – Scary Face (Ex):
Charmander gains a bonus on all intimidate checks with other Pokémon, the bonus equal to one half the Charmander’s level.

6th - Bite (Ex):
Charmander has a primary bite attack dealing 1d6 damage. When used in conjunction with the Charmander’s scratch attacks, they become secondary, while the bite remains primary.

7th – Dragon Claw (Ex):
The Charmander’s claws harden, becoming razor sharp and harder than steel, dealing 1d6 damage and ignoring hardness less than 20.

8th - Evolution (Charmeleon):
Apply the Charmeleon Template to the base statistics. If chosen, the template can be prevented for one level, after which the Charmander is offered the same choice until it is taken. This allows for Charmander to reach later levels (and more potent powers) without evolving.

9th – Fire Fang (Su):
The Charmander’s Bite attack gains the flaming weapon property; as well as treated as magical for the purposes of damage reduction.

10th – Flame Burst (Su):
As a standard action, the Charmander can spit a small ball of fire at one target. The Charmander must make a successful ranged touch attack against the target, dealing 1d6 fire damage per 2 levels (max 5d6). Flammable materials burn if the flames touch them. A target can extinguish burning items as a full-round action.

11th – Flame Charge (Su):
The Charmander can burst forward in a flame-covered charge. Anyone struck by the charging Charmander suffers 2d6 fire damage + Charmander level. Flammable materials burn if the flames touch them. A target can extinguish burning items as a full-round action.

12th - Slash (Ex):
Charmander’s primary claw attack (scratch) becomes even more capable of dealing damage, while dealing damage in turn to Charmander. If the Charmander chooses to take 2d6 damage, its tackle deals an additional 4d6 damage. This ability can only be applied once and cannot be stacked with any like ability, such as the Vicious weapon quality.

13th - Flamethrower (Su):
As a standard action, Charmander can release a powerful line of flame out to 120 ft., dealing 1d6 points of fire damage per Charmander level (maximum 15d6) to each creature within its area. Flamethrower sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier burns through it, the flame may continue beyond the barrier if the range permits; otherwise, it stops at the barrier.

14th – Iron Tail (Ex):
Charmander gains a secondary tail slap attack dealing 1d6 damage. This attack ignores hardness less than 20.

15th - Dragonbreath (Su):
As a standard action, Charmander can release a powerful line of crackling force out to 240 ft., dealing 1d6 points of force damage per Charmander level (maximum 10d6) and 1d6 electricity damage per Charmander level to each creature within its area. Dragonbreath sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier it shatters and melts through it, the breath may continue beyond the barrier if the range permits; otherwise, it stops at the barrier.

16th – Evolution (Charizard):
Apply the Charizard Template to the base statistics, stacking with the Charmeleon template. As before, the choice is not mandatory and will be offered each level up.

17th - Fire Spin (Su):
A Charmander can surround itself with rings of flames, burning all within 20 ft. of the Charmander.

18th - Inferno (Su):
The Body of Charmander radiates so much heat that simple contact with it can cause intense burns, setting fire to combustibles. Coming into contact with Charmander deals 1d6 fire damage. In addition, any natural attacks the Charmander gain the flaming burst weapon quality. Those who grapple with the Charmander takes 1d6 + Charmander level for each round of grappling. The Charmander can activate or suppress this heat as a full round action.

19th - Fire Blast (Su):
As a full round action, Charmander can breathe a massive sphere of fire at any target within long range. If Charmander aims a fire blast at a specific creature, you may make a ranged touch attack to strike the target with the fire blast. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 1d6 points of fire damage per Charmander level to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere’s damage individually.)

20th - Blast Burn (Su):
As full round action, the Charmander can unleash its ultimate attack. It radiates heat and light violently, sending glowing flames and ash twirling around it at high speeds within a 30 ft. radius. All creatures in the area are blinded and take 6d6 points of untyped damage and 6d6 of fire damage.

A creature to which sunlight is harmful or unnatural takes double untyped damage. A successful (DC 10 + 1/2 Charmander level + Charisma modifier) Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of untyped damage per level plus 6d6 fire damage, or half of both types of damage if a Reflex save is successful (no save for blindness). In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. This ability dispels any darkness spells of lower than 9th level within its area. This ability cannot be used more than once per day.

Base Statistics and Templates:

Charmander Base Statistics
-2 Con, +2 Str
Small Size
30 ft. movement
Darkvision 60 ft.
Resistance to Fire 10

Charmeleon Template
+2 Str, -2 Wis, +2 Cha
Medium Size
30 ft. movement
Darkvision 60 ft.
Resistance to Fire 20
Natural attack damage increases one step.

Charizard Template
+2 Str, -2 Dex, +2 Con
Large Size
20 ft. movement
Darkvision 120 ft.
Flight speed 200 ft. (poor)
Immunity to Fire
Natural attack damage increases one step.

LordErebus12
2013-02-23, 11:25 PM
Reserved for Squirtle

LordErebus12
2013-02-23, 11:34 PM
Feats

Speaker of the Human Tongue
Through high intellect and hard work, the Pokemon has mastered higher languages.

Prerequisites: Int 14, Pokemon Only.
Benefits: The pokemon can now take ranks to gain languages.
Normal: Pokemon can only speak a spattering of its name and animal sounds. Pokemon can innately communicate on a deeper level than other creatures, and can always understand them, even if it sounds like gibberish.

LordErebus12
2013-02-23, 11:36 PM
ready to receive comments.

TroubleBrewing
2013-02-23, 11:43 PM
I like what I'm seeing. Keep up the good work!

LordErebus12
2013-02-23, 11:49 PM
I wonder what Tier this would be? I abhor the Tier System, but im curious.

Seharvepernfan
2013-02-24, 12:50 AM
I wonder what Tier this would be? I abhor the Tier System, but im curious.

Pretty low. Still, I love the idea, keep it up!

NotScaryBats
2013-02-24, 01:04 AM
I think you should increase the slam dmg or something when you evolve. As is, it looks like you get dex penalty, get some stats, get bigger, but don't really gain much from evolving.

LordErebus12
2013-02-24, 01:17 AM
I think you should increase the slam dmg or something when you evolve. As is, it looks like you get dex penalty, get some stats, get bigger, but don't really gain much from evolving.

size increases generally increase damage dice size one step, i assumed it was a given.

Edit: its now in the template section.

Kane0
2013-02-24, 04:43 AM
Looking good!

On frenzy plant, there is no stated range/area of effect, and seems a bit convoluted. Could it be cleared up a bit?

LordErebus12
2013-02-24, 05:10 AM
Looking good!

On frenzy plant, there is no stated range/area of effect, and seems a bit convoluted. Could it be cleared up a bit?

fixed the range bit. its set at a 30 ft. radius.
its basically sunburst plus extra slashing damage.

SiuiS
2013-02-24, 05:28 AM
Solar beam is incomplete. "after using solar beam, the Bulbasaur" doesn't tell me what the Bulbasaur after solar beam.

Hanuman
2013-02-24, 05:40 AM
Evolutionist by draken would be a good approach.

LordErebus12
2013-02-24, 05:56 AM
Solar beam is incomplete. "after using solar beam, the Bulbasaur" doesn't tell me what the Bulbasaur after solar beam.

a typo, removed.

LordErebus12
2013-02-24, 05:57 AM
Evolutionist by draken would be a good approach.

not sure what this evolutionist is, but im thinking it does have anything to do with this. :smallconfused:

Kane0
2013-02-24, 06:28 AM
Also, are you going to be working on pokemon types?
Something along the lines of half damage from one damage type, double from another?

Wolfer
2013-02-24, 09:39 AM
So you going to do Cyndaquill, Torchic, Chimchar, Tepig, Fennekin, Totodile, Mudkip, Piplup, Oshawott, Froakie, Chikorita, Treecko, Turtwig, Snivy, Chespin, Pikachu, Eevee, Espeon and Umbreon as well, so that all of the starters will be covered? Because that'd be awesome.

Jota
2013-02-24, 10:21 AM
I wonder what Tier this would be? I abhor the Tier System, but im curious.

Overall, this is reasonably low (I'd wager 5-4 border), but Spores (Sleep), as an ability, is not. You've offered a scaling, single-target save or die at level five. Other abilities (Leech Seed, Growl) don't scale, so the scaling here is a curious choice to me, and you limited the stun to one round, so 1d4 minutes, while true to Pokemon mechanics in some regards, absolutely does not fly in 3.5e at the same level everything else is at.

You could also tighten up your wording on many of the abilities. Take Down and Double Edge both leave me wondering if I can take that damage multiple times if I wanted to, but maybe that's just the boundary pusher in me. One round, for the stun spores, could be more clear as to when precisely it ends (e.g. lasts until beginning of the creature's next turn). Solar Beam doesn't specify whether Reflex halves or negates, but implies the latter, to me, as written. Doubling the active poison damage (Venoshock) makes me wonder if it will double any future rolls, double already taken damage, or both. Lots of room for questioning/ambiguity that doesn't really do the class any favors.

I would also say I'm not a fan of classes like this (get one new option per level), despite having made some of them in the past (before I learned better, IMO). I think you could create a Pokemon base class (perhaps several to reflect different focuses, but might not even be necessary) that is a martial adept, prestige classes for evolutions (probably even one level prestige classes), and then do the moves as maneuvers, which would add some resource management and prevent best ability available spam. At level one you pick a type it offers access to a particular discipline and maybe one or two others. Granted it's not an explicit adaptation, but that's hardly a bad thing in many respects.

LordErebus12
2013-02-24, 11:36 AM
Also, are you going to be working on pokemon types?
Something along the lines of half damage from one damage type, double from another?

sadly, no. i did not plan on doing that.

LordErebus12
2013-02-24, 11:40 AM
So you going to do Cyndaquill, Torchic, Chimchar, Tepig, Fennekin, Totodile, Mudkip, Piplup, Oshawott, Froakie, Chikorita, Treecko, Turtwig, Snivy, Chespin, Pikachu, Eevee, Espeon and Umbreon as well, so that all of the starters will be covered? Because that'd be awesome.

thats an overwhelming list...
i might do Gen 1 pokemon, meaning Pikachu might get made, but Eevee will not be made (far too much work with the evolutions).

LordErebus12
2013-02-24, 11:54 AM
Overall, this is reasonably low (I'd wager 5-4 border), but Spores (Sleep), as an ability, is not. You've offered a scaling, single-target save or die at level five. Other abilities (Leech Seed, Growl) don't scale, so the scaling here is a curious choice to me, and you limited the stun to one round, so 1d4 minutes, while true to Pokemon mechanics in some regards, absolutely does not fly in 3.5e at the same level everything else is at.

an error, all are meant to scale. thank you for pointing that out. Also, the save or die effect at level 5 does not bother me in the slightest, considering the medusa (one level higher) has a more potent save or die effect.

You could also tighten up your wording on many of the abilities. Take Down and Double Edge both leave me wondering if I can take that damage multiple times if I wanted to, but maybe that's just the boundary pusher in me.

No, it can be taken only once, similar to the Vicious weapon quality.

One round, for the stun spores, could be more clear as to when precisely it ends (e.g. lasts until beginning of the creature's next turn).

How would you word it?

Solar Beam doesn't specify whether Reflex halves or negates, but implies the latter, to me, as written.

Halves it.

Doubling the active poison damage (Venoshock) makes me wonder if it will double any future rolls, double already taken damage, or both. Lots of room for questioning/ambiguity that doesn't really do the class any favors.

I did not realize it seemed so ambiguous...:smallfrown:

I would also say I'm not a fan of classes like this (get one new option per level), despite having made some of them in the past (before I learned better, IMO). I think you could create a Pokemon base class (perhaps several to reflect different focuses, but might not even be necessary) that is a martial adept, prestige classes for evolutions (probably even one level prestige classes), and then do the moves as maneuvers, which would add some resource management and prevent best ability available spam. At level one you pick a type it offers access to a particular discipline and maybe one or two others. Granted it's not an explicit adaptation, but that's hardly a bad thing in many respects.

As to the last bit, no. i will not alter it so dramatically and confuse it all up with multiple Prestige classes. these were just meant for fun, and im not gonna do a complete rewrite of what ive done. Im not doing maneuvers, as its too time consuming.

Also, i will not do anything similar to limiting the abilities to pokemon's standard four move list.

Xeratos
2013-02-24, 11:56 AM
Having only skimmed this for the briefest of moments, I feel compelled to point out the biggest flaw in your system:

you started with bulbasaur instead of charmander. What is wrong with you man?

LordErebus12
2013-02-24, 11:56 AM
some excellent points and comments. Ill get to work on editing and proofreading this within the the hour. After that im starting on Charmander.

LordErebus12
2013-02-24, 11:57 AM
Having only skimmed this for the briefest of moments, I feel compelled to point out the biggest flaw in your system:

you started with bulbasaur instead of charmander. What is wrong with you man?

I knew someone would say this :smallbiggrin:, lol

Im working on it now. patience, young pokemon trainer :smallsmile:

LordErebus12
2013-02-24, 12:14 PM
Sleep spores have been nerfed to 1d4 rounds, as opposed by 1d4 minutes.

LordErebus12
2013-02-24, 12:51 PM
posted the charmander table to tease you all :smalltongue:

gunnar11
2013-02-24, 01:03 PM
I was wondering why bulbasaur nor charmander get another attack at 6th level...

Furthermore: if you want to make it really D20-ish I recommend you give good saves and bad saves. These could be interchangeable by type (Charmander would have good reflex, Bulbasaur good Fortitude, Squirtle good Will)

But what astonished me the most was: 8+INT SKILLPOINTS!?
That's a lot. Really. The most cunning of humans (rogue) gets 8+int. I don't think pokemon are that cunning. I'd give them 4 or if I'm really generous 6, but 8 is too much.

Sorry if I sound harsch, but I wanted to give some (constructive) criticism.
Keep up the good work!

LordErebus12
2013-02-24, 01:07 PM
I was wondering why bulbasaur nor charmander get another attack at 6th level...

An error, soon fixed.

Furthermore: if you want to make it really D20-ish I recommend you give good saves and bad saves. These could be interchangeable by type (Charmander would have good reflex, Bulbasaur good Fortitude, Squirtle good Will)

But what astonished me the most was: 8+INT SKILLPOINTS!?
That's a lot. Really. The most cunning of humans (rogue) gets 8+int. I don't think pokemon are that cunning. I'd give them 4 or if I'm really generous 6, but 8 is too much.

Im basing all pokemon off of the Outsider type, so they are all correct.

Sorry if I sound harsch, but I wanted to give some (constructive) criticism.
Keep up the good work!

no, its all good points.

gunnar11
2013-02-24, 01:17 PM
About Solar Beam, Hyper Beam and Frenzy Plant:

Hyper beam says you get no damage if you make a reflex save (though I think you meant half-damage)

Hyper Beam and Solar Beam have exactly the same power (except for the sunlight prereq)

Hyper Beam and Solar Beam are more powerful than Frenzy Plant (even though Frenzy Plant is the 'ultimate attack'). At level 20 they deal 20d6 damage. Frenzy plant does only 12d6.

LordErebus12
2013-02-24, 01:26 PM
About Solar Beam, Hyper Beam and Frenzy Plant:

Hyper beam says you get no damage if you make a reflex save (though I think you meant half-damage)

Typo, fixing it.

Hyper Beam and Solar Beam have exactly the same power (except for the sunlight prereq)

Damage types differ, force overcomes all DR and Hardness, making it even more potent.

Hyper Beam and Solar Beam are more powerful than Frenzy Plant (even though Frenzy Plant is the 'ultimate attack'). At level 20 they deal 20d6 damage. Frenzy plant does only 12d6.

good points. difference is Frenzy plant can do way more damage to undead and other types, in addition to effected a vast range of targets. yeah, less damage on average, but its a radius effect with no save for blindness.

mimicking Sunburst, slightly

LordErebus12
2013-02-24, 01:47 PM
going offline for a bit, ill start working on it again after i get back from some errands. hopefully i can start on squirtle tonight. im still considering do to Pikachu, although no promises.

Hanuman
2013-02-25, 05:46 AM
not sure what this evolutionist is, but im thinking it does have anything to do with this. :smallconfused:

http://www.giantitp.com/forums/showthread.php?p=13115715

Honestly if you wrote an alt-class for this and created some custom evolutions you'd be set.

Jota
2013-02-25, 09:50 AM
My point with regard to the save or die isn't necessarily that it's level-inappropriate when compared with existing material (depending on what your benchmarks are, see color spray or sleep at first), but is two-fold:


One, by offering these abilities like invocations (or any other at-will with no resources management), you create a class that is optimally one-dimensional in combat, and thus boring to an intelligent player. Round one, use Spores (Sleep). Repeat until all enemies are asleep or you can coup de grace someone without provoking an attack of opportunity. Augment coup de grace with Takedown if you have it. I was going to say default to strongest useable at-will, but you don't really get one until level 14 (Seed Bomb, with Razor Leaf on a per diem limit and only augments to your slam before that).
Two, there is no sense of internal balance within the class. As written I see four and a half abilities: Growl (area of effect debuff), Vine Whip (crowd control with Stand Still/zone control tripping), Spores (Sleep), and Takedown/Double-Edge (to augment coup de grace attempts). Everything else is relevant only for until you've assembled that core set of abilities, and something not even before that.


Unlike invocations, however, your abilities aren't pick-and-choose, which means that every Bulbasaur is exactly the same. This isn't awful, but it is a little bit boring when the option to create something customizable and create some sense of consequence for player choice is readily available.

As for Stun Spores, I said how I would phrase it in my last post. "Stun lasts until the beginning of the creature's next turn" -- this ensures you don't stunlock people without them having some chance to fight back -- you can't take advantage of the stun, but your allies can, and forcing item drops can be a big deal for those not using natural weapons. You can stun, have them provoke an attack of opportunity for picking up their items, trip them with Vine Whip, and rinse and repeat, juggling them as long as you're successful while they can't really break the loop.

On a different note, I don't know if this is intended to integrate with 3.5e or stand alone, but a feat tax for speaking in the former is just bad form. If the consequence of feats is downplayed in the latter, that's one thing, but the alternative isn't good design.

LordErebus12
2013-02-25, 11:07 PM
okay, some are missing save DCs but they are for the most bit up now. yay, charmander.

LordErebus12
2013-02-25, 11:14 PM
One, by offering these abilities like invocations (or any other at-will with no resources management), you create a class that is optimally one-dimensional in combat, and thus boring to an intelligent player.

Boring to an intelligent player? hmm, sounds like an exaggeration.

Playing a Charmander correctly requires a lot of role playing, which should keep your so called Intelligent players thinking.

As this will probably never get used in any setting (again, its meant for fun), im not gonna worry about it too much. onward to editting charmander, then working on Squirtle.

NotScaryBats
2013-02-26, 12:04 AM
What is the incentive to delay evolution? What does it get you?

LordErebus12
2013-02-26, 12:22 AM
What is the incentive to delay evolution? What does it get you?

all the class abilities without the size increase, should you want to remain as a smaller version.

Also, pokemon always had that as an option. figured it would be cool to have it here.

Deploy
2013-02-26, 01:53 AM
Well in Pokemon it could be worth delaying evolution at times, because in evolved Pokemon will learn better moves sooner than an evolved form at the same level. You might be able to work that in somehow.

LordErebus12
2013-02-26, 03:41 AM
Well in Pokemon it could be worth delaying evolution at times, because in evolved Pokemon will learn better moves sooner than an evolved form at the same level. You might be able to work that in somehow.

i cannot think of a way to do that within the realms of 3.5

ArkenBrony
2013-02-26, 04:41 PM
why not make them magical beasts?

LordErebus12
2013-02-26, 05:20 PM
why not make them magical beasts?

outsider would be better, they came from the stars, or at least another plane.

Hanuman
2013-02-27, 01:22 AM
outsider would be better, they came from the stars, or at least another plane.

Far realms pokemon, interesting rendition.

Welcome to the Aberracenter! Let me heal your abominations right up *ding-ding-dingaling!*

LordErebus12
2013-02-27, 01:26 AM
Far realms pokemon, interesting rendition.

Welcome to the Aberracenter! Let me heal your abominations right up *ding-ding-dingaling!*

Just keep clicking A, then B....

NotScaryBats
2013-02-27, 01:48 AM
Does Charmander get more than one claw attack?

"1st - Scratch (Ex):
Charmander has a primary claw attack dealing 1d4 damage.

6th - Bite (Ex):
Charmander has a primary bite attack dealing 1d6 damage. When used in conjunction with the Charmander’s scratch attacks, they become secondary, while the bite remains primary.

So, he has a primary claw attack, then has a primary claw attack and "Charmander’s scratch attacks" become secondary (but attacks is plural).

7th – Dragon Claw (Ex):
The Charmander’s claws harden, becoming razor sharp and harder than steel, dealing 1d6 damage and ignoring hardness less than 20.

12th - Slash (Ex):
Charmander’s primary claw attack (scratch) becomes even more capable of dealing damage, while dealing damage in turn to Charmander. If the Charmander chooses to take 2d6 damage, its tackle deals an additional 4d6 damage. This ability can only be applied once and cannot be stacked with any like ability, such as the Vicious weapon quality."

Then, "Charmander’s primary claw attack (scratch) becomes ..." so is that only when using claw as a primary attack (without using a bite?)