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View Full Version : Pokemon 3.5 Races



LostDeviljho
2014-09-09, 09:59 PM
a collection of the playable races i'm making based on pokemon. some are good, some are average, and some need major work, but here ya go!

Charizard
http://cdn.bulbagarden.net/upload/archive/7/7e/20130810070957%21006Charizard.png
•+2 Constitution, -2 Wisdom
•Humanoid (Reptilian, Augmented Dragon, Fire)
•Medium size
•a charizard has a base move speed of 30 ft.
•Wing-Aided Movement: Charizards can use their wings to help with movement even if they can't fly yet. The extra lift from it's wings gives a Charizard a +10 racial bonus on Jump checks.
•Gliding (Ex): A charizard can use it's wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Charizards glide at a speed of 40 feet (average maneuverability). Even if a charizard's maneuverability improves, it can't hover while gliding. A charizard can't glide while carrying a medium or heavy load. If a charizard becomes unconscious or helpless while in midair, it's wings naturally unfurl and powerful ligaments stiffen the wings. The charizard descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
•Flight (Ex): When a Charizard reaches 5 Hit Dice, it becomes able to fly at a speed of 40 feet (average maneuverability). A charizard can't fly while carrying a medium or heavy load or while fatigued or exhausted. Charizards can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Charizards are likewise fatigued after spending a total of more than 10 minutes per day flying. Because charizardss can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, charizards have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A charizard with flight can make a dive attack. A dive attack works like a charge, but the charizard must move a minimum of 30 feet and descend at least 10 feet. A charizard can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A charizard with flight can use the run action while flying, provided it flies in a straight line.
•Blaze (Ex): if a charizard is brought below a number of hit points equal to it's Con modifier, all fire damage dealt by the charizard is treated as Empowered. this effect lasts untill the charizard comes back above the hp limit or drops to 0 hp.
•Breath Weapon (Su): at 2 HD, a charizard gains a breath weapon, in the form of a 30 ft. line of fire, useable 3/day (though only once every 1d4 rounds). this breath weapon deals 1d6 damage per 2 HD. Reflex save for half damage (DC 10+1/2 HD+Con modifier).
•Flaming Tail: a charizard has a flame on the end of it's tail. this flame provides illumination as a torch, and cannot be extinguished by any means, magical or mundane, except death. the flame boils water into steam and melt ice into water at a rate of one 5 ft. cube/round.
•a charizard has a natural bite attack that deals 1d6 damage. a charizard also has a tail slam attack that deals 1d6 damage + 1d4 fire damage, and which uses 1.5x the charizard's Strength modifier. this tail slam can only be used as a standard action or as part of a full attack.
•Automatic Languages: Draconic
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter
•LA +1



Charmeleon
http://cdn.bulbagarden.net/upload/archive/4/4a/20130810021222%21005Charmeleon.png
•+2 Strength, -2 Wisdom
•Humanoid (Reptilian, Augmented Dragon, Fire)
•Medium size
•a charmeleon has a base move speed of 30 ft.
•Blaze (Ex): if a charmeleon is brought below a number of hit points equal to 1/2 it's Con modifier, all fire damage dealt by the charmeleon is treated as Empowered. this effect lasts untill the charmeleon comes back above the hp limit or drops to 0 hp.
•Flaming Tail: a charmeleon has a flame on the end of it's tail. this flame provides illumination as a torch, and cannot be extinguished by any means, magical or mundane, except death. however, if the flame is completely submerged in water for a number of rounds equal to twice the charmeleon's constitution score, it beginstaking Constitution damage at a rate of 1 damage/round. while the flame is burning, it boils water into steam and melts ice into water at a rate of one 5 ft. cube/2 rounds.
•a charmeleon has three natural weapons. 2 primary claw attacks that deal 1d6 damage, and a secondary bite attack that deals 1d4 damage. a charmeleon also has a tail slam attack that deals 1d6 damage + 1d4 fire damage, and which uses 1.5x the charmeleon's Strength modifier. this tail slam can only be used as a standard action or as part of a full attack.
•Automatic Languages: Draconic
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter
•LA +0
When a charmeleon gains it's 4th HD, and every time it gains one afterward, it has the option to Evolve. this process takes 8 hours and costs 4,000 exp. the charmeleon's race changes to Charizard, an it gains the racial ability bonuses of a charizard in addition to it's own (for a total of +2 Str, +2 Con, -4 Wis), as well as all other abilities a charizard of that level would have. it loses it's claw attacks, and it's bite attack damage is increased to 1d6.

http://cdn.bulbagarden.net/upload/archive/0/02/20090912061003%21009Blastoise.png
•+2 Constitution, -2 Dexterity
•Humanoid (Blastoise, Water)
•a blastoise has a move speed of 20 ft. and a swim speed of 30 ft.
•Low-Light Vision
•Hydro Pump (Ex): A Blastoise has two water cannon on its back, capable of firing high-pressure jets of water. Once per hour, a Blastoise can use the cannons to create a single 100-ft long, 10-ft wideline of water as a full-round action. This line deals 1d8 bludgeoning damage per 2 HD of the Blastoise, with a Reflex save (DC=10+1/2 Blastoise's HD+Blastoise's Constitution modifier) for half damage. Creatures with the fire subtype receive a -4 penalty on their saving throws.
In addition, the Blastoise can make a special ranged bull rush attempt against any target that fails their Reflex save against the damage. Instead of using its normal Strength modifier for the opposed Strength check, the Blastoise adds their Constitution modifier plus 1 per 4 HD of the Blastoise (rounded up). The Blastoise does not move as a result of this bull rush attempt, and a target cannot be pushed more than 10 feet past the end of the 100-ft line. If a target it pushed into a wall by this effect, they take 1d6 points of bludgeoning damage plus 1d6 per 10 points by which the Blastoise's bull rush check exceeded the target's. This is the same sort of damage dealt by falling.
If the Blastoise chooses to do so, they may also push one or more objects in the line's area; for this purpose, the line has an effective strength score equal to the Blastoise's Constitution modifier plus 1 per 4 HD of the Blastoise.
•Light Fortification (Ex): When a critical hit or sneak attack is scored on a blastoise, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
•Shell (Ex): a blastoise has a large shell which grants a +5 armor bonus, has a maximum Dex of bonus of +3, but takes up the Body slot, so it cannot wear normal armor or robes. however, a blastoise may wear armor that is one size larger as long as it it custom made. the armor bonus from the shell and the armor bonus from fitted armor does not stack, normally. the fitted armor gives a bonus of 1/4 it's normal AC bonus. all penalties stack normally however.
•a blastoise has a +3 natural armor bonus
•Automatic Languages: Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Barbarian, Crusader
•LA +1

http://cdn.bulbagarden.net/upload/archive/3/3e/20100723043400%21254Sceptile.png
•+4 Dexterity, -2 Strength, -2 Constitution
•Humanoid (Reptilian, Augmented Plant)
•Medium size
•a sceptile has a base move speed of 40 ft.
•Low-Light Vision
•Scent
•Vulnerability to Fire
•Unburdened (Ex): A sceptile has it's move speed increased 1/2 when unarmored. If a sceptile wears armor of any kind, uses a shield, or is encumbered, it loses this benifit.
•Leaf Blade: 3/encounter, as an attack action, a sceptile makes a single attack. this attack may use any weapon capable of dealing slashing damage, and deals 1d12 slashing damage (or base weapon damage, whichever is higher), threatens a critical on a roll of 18-20, deals double damage against creatures with the Earth or Water subtypes (Quadruple damage if the target has both), and half damage against creatures with the Fire or Air subtypes (1/4 damage if the target has both). it is otherwise treated as a normal attack and gains all of the bonuses of the weapon used, including magical enchantments, feats, and class features.
•a sceptile has 2 primary claw attacks that deal 2d4 damage.
•a sceptile has a +2 racial bonus to spot, listen, jump, and tumble checks, a +4 to climb and balance (+8 to climb trees), and a +8 racial bonus to hide within foliage.
•Automatic Languages: Draconic
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Druid, Ranger, Scout, Swashbuckler, Swordsage
•LA +0

http://cdn.bulbagarden.net/upload/archive/9/90/20091223152652%21257Blaziken.png
•+2 Strength, -2 Charisma
•Humanoid (Blaziken, Fire)
•Medium Size
•a blaziken has unarmed strike progression as a monk of 1/2 it's level
•Blaze (Ex): if a blaziken is brought below a number of hit points equal to it's Con modifier, all fire damage dealt by the blaziken is treated as Empowered. this effect lasts untill the blaziken comes back above the hp limit or drops to 0 hp.
•Blaze Kick (Su): 3/day, as a standard action, a blaziken can use blaze kick. all unarmed strikes and natural weapons are now treated as having the Flaming Burst (http://www.dandwiki.com/wiki/SRD:Flaming_Burst) enhancement. this effect last for a number of rounds equal to the blaziken's Con modifier.
•a blaziken has 2 natural claw attacks that deal 1d4 damage.
•Automatic Languages: Common, Tuilvilanuue.
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Monk, Fighter, Warblade
•LA +1

http://cdn.bulbagarden.net/upload/archive/b/b6/20100723051843%21260Swampert.png
•+2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
•Humanoid (Swampert, Water, Earth)
•Medium size
•a swampert has a base move speed of 30 ft. and a swim speed of the same, as well as a burrow speed of 30 ft. (through mud only)
•Transitionally Bipedal (Ex): a swampert spends an equal amount of time on all fours as it does walking on it's hind legs. as a swift action, a swampert may switch from bipedal to quadrupedal (or vice versa), gaining (or losing) the traits associated with quadrupeds. as a Medium quadraped, a swampert uses 1.5x it's strength score to determine carrying capacity, and gets a +4 bonus against being bull rushed or tripped, or for blocking overrun maneuvers. additionaly, when doing a high jump, it is treated as if it were one size category smaller for determining it's vertical reach. a swampert cannot use a two handed weapon while quadrupedal.
•a swampert gains Improved Grapple as a racial bonus feat, as long as it has a Dexterity score of 13 or higher.
•Damp (Ex): fire damage dealt to the swampert is reduced by 1 point per die of damage dealt. Stacks with Energy Resistance.
•a swampert gains Fast Healing equal to 1/2 it's HD (minimum 1) standing on, or immersed in, enough mud to fill a 5-foot square to a depth of 1 foot (and thus count as shallow bog).
•1 in 10 swampert have Hammer Arm.
Hammer Arm (Ex): 3/day, as a standard action, the user makes a single, massive attack at it's highest BAB. this attack deals 3d6 Bludgeoning damage, with a x4 critical. this attack automatically deals 1.5x damage against Constructs and Objects, and can Critical them, despite thier normal immunity to critical hits.
•a swampert gets a +4 racial bonus to Intimidate checks
•a swampert has 2 natural slam attacks that deals 1d6 damage
•Automatic Languages: Aquan, Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Barbarian, Druid
•LA +1

http://cdn.bulbagarden.net/upload/archive/9/99/20130409202913%21282Gardevoir.png
•-2 Strength, -2 Constitution, +2 Intelligence, +2 Charisma
•Humanoid (Gardevoir, Augmented Fey)
•Medium size
•a gardevoir has a base move speed of 30 ft.
•Naturally Psionic (Ex): a gardevoir gain 2 bonus power points at 1st level, regardless of whether it chooses a psionic class
•telepathy 100 ft. with creatures it shares a language with.
•Confuse Ray (Su): The gardevoir fires a single ray at the enemy. this is a ranged touch attack. if it hit the target must make a Will save (DC 10+level+Charisma modifier) or become confused (http://www.dandwiki.com/wiki/SRD:Confused). this attack has a range of 100 ft.
•Automatic Languages: Common, Fey
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Wizard, Sorcerer, Psion, Wilder
•LA +0

http://cdn.bulbagarden.net/upload/archive/0/05/20130627144905%21376Metagross.png
•+2 Strength, -2 Dexterity, +4 Intelligence, -2 Wisdom, -2 Charisma
•Construct (Living Construct)
•Medium size
•Quadrupedal: as a Medium quadraped, a metagross uses 1.5x it's strength score to determine carrying capacity, and gets a +4 bonus against being bull rushed or tripped, or for blocking overrun maneuvers. additionaly, when doing a high jump, it is treated as if it were one size category smaller for determining it's vertical reach.
•a Metagross has a base move speed of 30 ft.
•Naturally Psionic (Ex): Metagross gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class
•Telekinesis (Ps): 1/day, as the Telekinesis spell, except that it is psionic, and as such is subject to a null psionics field rather than an anti-magic field.
•Minor Telekinesis (Ps): a metagross has continuous minor telekinesis as long as it has power points remaining. this telekinesis can emulate the effect of anything a normal hand can do, with effective Str and Dex scores equal to 1/2 character level +2. it has a range of 25 ft. +5 ft/2 levels.
•Metagross have Telapathy 100 ft. (broadcast only)
•Living Construct Subtype (Ex): Metagross are constructs with the living construct subtype (Ex): Metagross are constructs with the living construct subtype. Living constructs combine aspects of both constructs and living creatures, as detailed below.

Features: As a living construct, a metagross has the following features.
A metagross derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A metagross possesses the following traits.

Unlike other constructs, a metagross has a Constitution score.

Unlike other constructs, a metagross does not have low-light vision or darkvision.

Unlike other constructs, a metagross is not immune to mind-affecting spells and abilities.

Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

Unlike other constructs, metagross are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.

As living constructs, metagross can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a metagross can be healed by a cure light wounds spell or a repair light damage spell, for example, and a metagross is vulnerable to disable construct and harm.

The unusual physical construction of metagross makes them vulnerable to certain spells and effects that normally don't affect living creatures. A metagross takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a metagross is affected by repell metal or stone as if he were wearing metal armor. The iron in the body of a metagross makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A metagross takes the same damage from a rust monster's touch (Reflex DC 17 half).

A metagross responds slightly differently from other living creatures when reduced to 0 hit points. A metagross with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert metagross does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.

As a living construct, a metagross can be raised or resurrected.

A metagross does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.

Although living constructs do not need to sleep, a metagross wizard must rest for 8 hours before preparing spells.
•Plated Skin: The plating covering the outer layer of a metagross's body provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a metagross cannot wear armor or magic robes. Metagross can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a metagross with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a metagross to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
•Livemetal: A metagross's entire body is made of metal. the outer layer of it's body may be covered in other metals, but it's core is composed of livemetal, a curious metal with many organic properties. A metagross heals naturally, but at 1/2 the rate of normal creatures.Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only 3/4 of their effect to the metagross.
•Light Fortification (Ex): When a critical hit or sneak attack is scored on a metagross, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
•a metagross has a natural slam attack that deals 1d4 damage.
•a metagross can qualify for warforged feats.
•automatic languages: Metagross, Common (Metagross understand Common but cannot speak it. thier vocal abilities are limited to humms, buzzes, and clacks, etc.)
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Psion, Psychic Warrior
•LA +1

http://cdn.bulbagarden.net/upload/archive/f/fb/20100326161703%21392Infernape.png
•+2 strength, -2 wisdom
•Humanoid (Infernape, fire)
•medium size
•an infernape has a base move speed of 30 ft., and a climb speed of the same
•low-light vision
•scent
•an infernape has a natural slam attack that deals 1d4 damage. an infernape qualifies for the Second Slam feat.
•an infernape gains Improved Unarmed Strike as a racial bonus feat.
•Flaming Head: an infernape has a large gout of flame atop it's head. this flame provides illumination as a torch, and cannot be extinguished by any means, mundane or magical, other than death.
•Blaze (Ex): if an infernape is brought below a number of hit points equal to it's Con modifier, all fire damage dealt by the infernape is treated as Empowered. this effect lasts untill the infernape comes back above the hp limit or drops to 0 hp.
•automatic languages: none, infernapes communicate via a combination of body language, gestures, and monkey noises.
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Barbarian, Warblade
•LA +0

http://cdn.bulbagarden.net/upload/archive/7/7f/20100326160538%21395Empoleon.png
•+2 Strength, +2 Dexterity, -2 Wisdom, -2 Charisma
•Humanoid (Empoleon,Water)
•an empoleon has a move speed of 30 ft. and a swim speed of 40 ft.
•Defiant (Ex): if an empoleon takes a penalty to any stat due to an opponent's attack, it gains a Morale bonus to the same stat equal to the penalty taken x2. this ability will only activate 3/encounter. an empoleon also gains a +4 bonus against will saves vs. mind-affecting effects.
•Inhuman Hands (Ex): an empoleon's hands are not well designed to manipulate objects as humans do. An empoleon takes a -6 penalty on checks to aviod disarming unless using a weapon with a custom made grip. the empoleon's Defiant ability does not apply to this penalty.
•Water Affinity: Empoleon casters cast spells with the Water descriptor as +1 caster level.
•Vulnerability to Electricity
•Immunity to Poison
•an empoleon has Two primary wing attacks that deal 1d6 slashing damage, but ignore hardness of less than 20, and a secondary peck attack that does 1d4 piercing damage.
•Automatic Languages: Auquan, Tuilvilanuue
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Druid, Cleric
•LA +1

http://cdn.bulbagarden.net/upload/archive/a/a2/20100131061125%21447Riolu.png
•+2 Strength, -2 Charisma
•Humanoid (Riolu)
•Small size
•a riolu has a base move speed of 30 ft.
•a riolu gains Improved Unarmed Strike and Endurance as racial bonus feats.
•Automatic Languages: Lucarian, Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Monk, Swordsage, Warblade
•LA +0

http://cdn.bulbagarden.net/upload/1/18/652Chesnaught.png
•+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Charisma
•Monstrous Humanoid
•Medium size
•a chesnaught has a base move speed of 20 ft.
•Darkvision 60 ft.
•Powerful Build (Ex): the physical stature of chesnaughts lets them function in many ways as if they were one size category larger. Whenever a chesnaught is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the chesnaught is treated as one size larger if doing so is advantageous to him. A chesnaught is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A chesnaught can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
•Bulletproof (Ex): a ranged attack (or spell specifically targeted at it) that hits a chesnaught has a 25% chance of being deflected. Siege Weaponry has only a 5% chance. Does not apply to projectile weapons more than 2 size categories larger than the chesnaught. this ability can deflect spells that are normally un-deflectable, such as Magic Missile.
•Carapace (Ex): a chesnught has a heavily armored, spikey, shell like carapace on it's back. this carapace gives a +6 armor bonus, but takes up the Body slot, meaning a chesnaught cannot wear armor or robes. this carapace is treated as having Armor Spikes as a natural weapon, and thus the chesnaught is automatically proficient with them. A chesnaught can take cover beneath it's carapace as a full round action, gaining Total Cover (http://www.dandwiki.com/wiki/SRD:Cover#Total_Cover) for itself. a chesnaught who is shielding in this way is treated as a Low Obstacle (http://www.dandwiki.com/wiki/SRD:Cover#Low_Obstacles_and_Cover) for the purposes of determining Cover. a chesnaught shielding in this way cannot move, but may take a single action each round as long as it doesn't require movement of any kind. exiting this mode is a standard action.
•+2 natural armor
•Vulnerability to Fire
•a chesnaught can either have 2 claw attacks or 2 slam attacks, determined at character creation. both kinds of attacks deal 1d6 damage.
•Automatic Languages: Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Fighter, Barbarian, Paladin, Crusader, Warblade
•LA +1

http://cdn.bulbagarden.net/upload/6/67/658Greninja.png
•Humanoid (Greninja, Water)
•Medium Size
•a greninja has a base move speed of 30 ft. and a swim speed of the same.
•Night Slash (Ex): 3/encounter, as an attack action, a greninja makes a single attack. this attack may use any weapon capable of dealing slashing damage, and deals 1d12 (or base weapon damage, whichever is higher) slashing damage, threatens a critical on a roll of 18-20, deals double damage against creatures with the Good or Incorporeal subtypes (Quadruple damage if the target has both), and half damage against creatures with the Evil or Vermin subtypes (1/4 damage if the target has both). It counts as Evil aligned for the purposes of bypassing DR, and can hit Incorporeal opponents. it is otherwise treated as a normal attack and gains all of the bonuses of the weapon used, including magical enchantments, feats, and class features.
•Water Shuriken (Sp): 3/day, a greninja can use water shuriken.

Casting Time: 1 standard action
Range: 0 ft.
Effect: one water shuriken/2 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates shuriken formed of magical water that you can throw as a normal ranged attack at any target within range, like normal shuriken (they do not dissolve in your hands).
You are automatically considered proficient with the water shuriken, which has a range increment of 10 feet, and threatens a critical hit on a roll of 19-20.
A single water shuriken deals 1d2 points of slashing damage and an additional 1d4 points of cold damage.
If you score a critical hit, the slashing damage is doubled and the cold damage increases to 1d8.
Any additional damage dealt by the water shuriken (including Strength and sneak attack bonuses) is also cold damage.
Water shuriken deal double damage against creatures with the Fire or Earth subtypes (Quadruple if the target has both), and half damage against creatures with the Water or Cold subtypes (1/4 damage if the target has both.

•a greninja has a natural tentacle attack with it's tongue. this attack deals 1d4 bludgeoning damage.
•a greninja gains a +2 racial bonus to Hide and Move Silently checks, and a +4 bonus to Jump.
•Automatic Languages: Common, Rokugani
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Monk, Rogue, Swordsage, Ninja, Shugenja, Wu Jen.
•LA +1

http://cdn.bulbagarden.net/upload/archive/2/21/20131029114742%21655Delphox.png
•-2 Strength, +2 Charisma
•Humanoid (Delphox, Fire)
•Medium size
•a delphox has a base move speed of 30 ft.
•Naturally Psionic (Ex): Delphox gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class.
•Blazing Stick (Ex): a delphox has a special stick, found in childhood, that it carries with it at all times. this stick is generally anywhere between 12 and 24 inches long, and looks like a normal stick or branch. however, when held by the delphox, a flame ignites at the tip. while in this state, it grants illumination as a torch, and may be used as a torch in combat, except that it deals 1d4 fire damage instead of 1 point. a Delphox treats it's Blazing Stick as a Martial weapon which it is automatically proficient in, and so does not take the normal penalty to attack rolls for improvised weapons. a delphox may use it's Blazing Stick as a Staff with a maximum of 5+1/2 HD charges, which recharge at a rate of 2+1/2 HDday (3+1/2 HD/day in hot conditions). it can cast Lesser Orb of Fire (1 charge), Burning Hands (1 charge), and Fire Shield (2 charges). at 8th level, a delphox can spend 8 hours and 1420 xp to upgrade it's Blazing Stick to function as a normal Staff of Fire (http://www.dandwiki.com/wiki/SRD:Staff_of_Fire), albeit with the same maximum number of charges. a dephox's caster level when using it's Blazing Stick is equal to it's HD. no one other than the delphox can use a delphox's Blazing Stick, not even another delphox.
•fire affinity: a delphox's casting/manifesting a spell/psionic power with the fire descriptor has a +1 caster/manifester level.
•a delphox has a +2 racial bonus to Sleight of Hand checks
•Automatic Languages: Common, Delphox
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Sorcerer,Wilder
•LA +1

http://cdn.bulbagarden.net/upload/archive/3/38/20100720174629%21576Gothitelle.png
•-2 Strength, +2 Intelligence, +2 Charisma
•Humanoid (Gothitelle)
•Medium size
•a gothitelle has a base move speed of 30 ft.
•Aura of Gloom: a gothitelle projects an aura of... wrongness, that puts people on edge. this aura is so strong this it can darken a room, or give false readings to spells that detect alignment.
a gothitelle takes a -4 penalty to Diplomacy and Handle Animal checks, but gains a +4 bonus to Intimidate (this effect does not work on mindless creatures). the DC of all fear effects caused by the gothitelle is increased by 1/4 HD. the illumination of the area within a 5 ft. radius of the gothitelle is 1 step darker (Bright > Shadowy, Shadowy > Darkness). whenever a gothitelle would be subject to an effect that checks it's alignment, there is a 10% chance that it's alignment will be read as one step closer to Neutral Evil.
•Hide in Plain Sight (Ex): A gothitell can use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect)
•Naturally Psionic (Ex): a gothitelle gains 2 bonus power points at 1st level, regardless of whether it chooses a psionic class
•gothitelle have a very strong connection with the Plane of Shadow. a gothitelle caster casts all spell within the Shadow subschool, or with the Darkness descriftor at +1 Caster Level. a gothitelle Shadowcaster instead gains an additional use per day on apprentice mysteries and Metashadow feats.
•Darkvision 60 ft.
•a gothitelle has a +4 racial bonus to Hide and Move Silently checks
•Automatic Languages: Common
•Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
•Favored Class: Wizard, Sorcerer, Psion, Shadowcaster
•LA +1

Shadowcaster Handbook (http://www.giantitp.com/forums/showthread.php?268661-3-5-Pulvis-Et-Umbra-Sumus-The-Shadowcaster-Handbook), I suggest you make use of it, especially the changes mentioned at the beginning.

Sceptile (http://www.giantitp.com/forums/showthread.php?371096-Sceptile-(3-5-race))
Blaziken (http://www.giantitp.com/forums/showthread.php?371172-Blaziken-(3-5-race))
Gardevoir (http://www.giantitp.com/forums/showthread.php?371103-Gardevoir-(3-5-race))
Metagross (http://www.giantitp.com/forums/showthread.php?371089-Metagross-(3-5-race))
Infernape (http://www.giantitp.com/forums/showthread.php?371047-Infernape-(3-5-race))
Lucario (http://www.giantitp.com/forums/showthread.php?370846-Lucario-3-5-race)


Stuff i didn't make but is still cool:

Togepi
http://cdn.bulbagarden.net/upload/6/6b/175Togepi.png
Humanoid(Togepi)

+2 Charisma, -2 Constitution

20 ft base movement speed

Small: As a Small creature, a Togepi gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

Least Metronome(Sp): When a Togepi is created, choose 4 cantrips from the Sorcerer/Wizard list or the Bard list. None of these cantrips can be from the same school of magic, nor can their casting time be longer than 1 round. 1/day as a standard action, choose any targets of your spell, then randomly choose one of the 4 cantrips by rolling a d4. That cantrip casts, and attempts to affect the chosen targets/area the best it can.

Rollout: A Togepi gains a 1d3 slam attack that can only be used at the end of a charge.

Klutz: Due to their body structure, Togepis tend to fall over a lot. Togepis take a -2 penalty on Balance checks and -2 on checks to resist trip attacks and bull rushes.

The world's mine: Togepis will rarely let even the smallest of holes or largest of rocks stop them from exploring. Togepis gain a +2 racial bonus to Climb and Escape Artist.

Automatic Languages: Common and Togepi
Bonus Languages: Any (other than Druidic)
Favored Class: Rogue, Bard.
LA: +0

Heart of Bliss (Ritual for evolution)

Any Togepi can undergo this ritual by spending 3000gp and 4000xp. The Togepi starts the ritual by meditating on his life so far. After 1 hour of meditation, the Togepi must place himself among happy people and environments that make him happy for 48 straight hours. After this time, the Togepi falls asleep, and becomes a Togetic before he wakes up. If the Togepi fails to immerse himself completely in happiness, or loses consciousness during the ritual, the gp is lost, but the experience is refunded.
This is supposed to derive from the concept of the Necropolitan and the Savage Species rituals. Since I only really understand their concept, the wording may be off. Note, I would not advise this for all of the happiness evolution Pokemon, with this just being really a Togepi thing.


Togetic
http://cdn.bulbagarden.net/upload/archive/1/11/20100417193716%21176Togetic.png
All changes are added to Togepi's racial abilities unless stated otherwise.

Changes type to Humanoid(Togetic)

+2 Dexterity

Togetic gains a 30ft (average) fly speed and increases his land speed to 30 feet.

Togetic becomes Medium sized.

Metronome (Sp): Togetic can now use Least Metronome 3/day. When a Togepi undergoes Heart of Bliss, he chooses 4 2nd level or lower bard or Sorcerer/Wizard spells, none of which can be in the same school, nor can their casting time be longer than 1 round. 1/day as a standard action, choose any targets or the area of your spell, then randomly choose one of the 4 spells by rolling a d4. That spell casts, and attempts to affect the chosen targets/area the best it can.

Attract (Sp): 1/day, Togetic can use Charm Person as a Spell-like ability. Charm Person can be used on any creature with the Pokemon subtype, even if they are not humanoid, as long as it's the opposite gender of Togetic. The save DC is (13 + Charisma Modifier).

Serene Grace: Whenever an creature fails a saving throw against one of your non-harmless spells, spell-like abilities, powers, or Psi-like abilities, it's duration is increased by 1 round.

Rollout: The slam attack increases to 1d4 as per increasing to Medium size.

Togetic loses the Klutz ability. I'm aware that Togepi doesn't actually get Klutz as an ability, but you see Togepi falling over all of the time in the shows, so to me, it just fits. If you really want it to fit the game, maybe instead of Klutz:
Hustle: Togepi gains the Run feat. If Togepi attempts to move more than 3 times her current land speed, Togepi must make a DC 10 Balance check or fall in the middle of the run.
Togetic no longer risks falling while running, although she does keep the Run feat.
I know that the current creations don't include the Pokemon subtype. If you don't want to mark out the Pokemon as something special, I'd just allow the Charm Person to extend to Fey also.
Finally, while I do have something for Togekiss, I'm having trouble coming up with the evolution ritual, so I'm going to hold off on that.
I wanted to go ahead and add Togekiss even though I still don't have a good ritual (though I'm at least considering fluff for the evolution stones). If you need the information to use this, assume that the ritual costs 18000gp and 9000xp. The intended balance of Togekiss on top of everything else is a mid to high LA +2, although with effective LA buyoff, due to the rituals.

Togekiss
http://cdn.bulbagarden.net/upload/8/87/468Togekiss.png

All abilities are added to Togetic's racial abilities unless stated otherwise.
+2 Constitution, +2 Dexterity, +2 Charisma

Togekiss's racial fly speed improves to 60ft (perfect).

Greater Metronome (Sp): Togekiss can now use Least Metronome at-will, and Metronome 3/day. When a Togetic becomes a Togekiss, he chooses 4 4th level or lower spells from the Bard, Sorcerer/Wizard, Druid, or Cleric list. None of these spells can be from the same school, and they must have a casting time of 1 round or less. 1/day as a standard action, choose any targets or the area of your spell, then randomly choose one of the 4 spells by rolling a d4. That spell casts, and attempts to affect the chosen targets/area the best it can.

Air Cutter (Sp): As an attack action, you can make a ranged touch attack that does 1d12 + Charisma modifier electricity damage. At the end of any turn that a creature is hit by this ability, they must make a saving throw (DC 10 + 1/2 total HD + Charisma Modifier) or be staggered for 1 round. This is affected by Serene Grace.

Serene Grace: The duration is now increased to an extra 1d4 rounds.

Attract (Sp): Attract can now be used 3/day, and acts as either Dominate Person or Charm Monster. Togekiss can still treat creatures with the Pokemon subtype as Humanoid if they are the opposite gender of Togekiss. The save DC also changes to (10 + 1/2 HD + Charisma Modifier).

Empathy: Togekiss can intuitively tell the base desires of any creature. Togekiss now always treats Bluff, Sense Motive, and Diplomacy as class skills. This ability is retroactive, which may allow Togekiss to gain ranks in these skills if cross-class skill points were assigned to them. Togekiss can now also always take 10 on these skills, even if threatened.

Agility: Togekiss is extremely graceful, gaining a +4 dodge bonus to AC against attacks of opportunity, and a +2 racial bonus to Reflex saves. This racial counts as both Lightning Reflexes and Mobility, unless Togekiss has these feats already.

Pichu
http://cdn.bulbagarden.net/upload/archive/b/b9/20100724175644%21172Pichu.png

-4 Strength, +2 Dexterity

20ft land movement speed

Tiny: As a Tiny creature, a Pichu gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are one-half of those of a Medium character. A Tiny character does not normally threaten the spaces around him, and must usually provoke an attack of opportunity to enter a larger character's space in order to attack it with a melee weapon.

Thundershock (Sp): 3/day as a standard action, a Pichu can use Acid Splash, although it does Electricity and has the [Electric] subtype instead of the [Acid] subtype. If you use this ability more than once every 5 minutes, you take 1 damage that you can't reduce in any way.

Pichu gains Electricity Resistance 2.

Languages: Pikachu and Common
Bonus Languages: Any (except Druidic)
Favored Classes: Rogue, Factotum


Racial Paragon Class: Pikachu
Any Pichu can take Pikachu. However, a character needs 2 Hit Dice before they can take the second level of Pikachu and 4 Hit Dice before they can take the 3rd level of Pikachu.



Level
BAB
Fort
Ref
Will
Features


1st
+0
+0
+2
+0
Evolve to Pikachu, +2 Str, 30ft movement speed, Small Size, Safe Thundershock, 3/day Spark, Static, 1/day Quick Attack, Resist Electricity 5


2nd
+1
+0
+3
+0
Quick attack 2/day, Iron Tail 1 min, Resist electricity 10


3rd
+2
+1
+3
+1
Evolve to Raichu, Thundershock at-will, +2 Dex, 3/day Spark, 3/day Electro Ball, 3/day Quick Attack, Iron Tail 1 min/2 HD, 1/day Thunderbolt, Resist Electricity 20



Proficiencies: A Pikachu has no weapon proficiencies other than the natural weapon granted by Iron Tail. Pikachu gain no armor or shield proficiencies.

Skill Points: A Pikachu gains 4+int skill points per level. This is quadrupled if Pikachu was taken as your first character level.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Jump (Dex), Knowledge (local) (Int), Knowledge (Nature) (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)

Evolve to Pikachu: The Pichu becomes a Humanoid(Pikachu), and becomes Small Size with 30ft movement speed. The Pichu also gains +2 Strength, as noted in the table.

Safe Thundershock: Thundershock can never hurt Pikachu or Raichu.

Static: When Pikachu is attacked with a non-reach melee weapon, the creature attacking Pikachu takes 1 electricity damage (Reflex DC 10 + 1/2 HD + Dexterity Modifier negates). This improves to 1d6 damage at 3rd level (Reflex halves instead of negates).

Spark (Su): 3/day as a standard action Pikachu can call forth a burst of electricity surrounding him. This does 1d8 Electricity damage in a 5ft radius around him, increasing to 3d8 at 2nd and 5d8 at 3rd. A Reflex save (DC 10 + 1/2 HD + Dexterity Modifier) halves this damage.

Quick Attack (Ex): 1/day as a Swift action, Pikachu can make an attack with an unarmed strike, natural attack, or light weapon. The target is flat-footed against the attack. All damage done is halved, and you gain no benefit from your Strength bonus (although you are still penalized for a Strength penalty). You can do this 2/day at 2nd level, and 3/day at 3rd level.

Iron Tail: A Pikachu can as a Standard Action solidify his tail into a violent weapon. The tail is a natural attack that does 1d6 damage, and also gives a +4 racial bonus to Strength when it is used to attack, bull rush, or break an object. When attacking an object or creature with Hardness, ignore the hardness. This can be used up to 1 min (10 rounds) per day, split up as Pikachu wishes. At 3rd level, this increases to 1 minute per 2 HD that Raichu has.

Evolve to Raichu: The Pikachu becomes a Humanoid(Raichu), and gains +2 Dexterity, as noted in the table.

Electro Ball (Sp): 3/day, you can use Lesser orb of Electricity with a caster level equal to your total Hit Dice.

Thunderbolt (Sp): 1/day, you can use Lightning Bolt with a caster level equal to your total Hit Dice. The save DC is Dexterity based.

Some minor changes that I thought of:
Spark being based off of (pre-errata) Flameburst, not Lesser Orb of Electricity fitting it's contact + physical nature in the games.
Iron Tail got changed over to a racial bonus so it scales better than an enhancement bonus. Also made it more fluid.
Quick attack ended up being the Swift action attack.
I gave it psuedo-rogue Hit Dice, to make this class compare a bit more to taking levels in Bard/Rogue/Factotum
I also want to consider a option of +2 Dex and +10 ft movement speed instead of evolving to Raichu to play homage to Ash's Pikachu vs Surge's Raichu, but I'm not sure.

http://cdn.bulbagarden.net/upload/4/49/060Poliwag.png

Poliwag
Humanoid (Poliwag, Aquatic)
+2 Charisma, -2 Strength, -2 Dexterity
Small Size
20ft land and 15ft Swim movement speed

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

Skills: A Poliwag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Hypnotic Spiral (Ex): A Poliwag can, as a full-round action that provokes attacks of opportunity, hypnotize 1 creature by twirling his spiral. The creature must make a Will Save (DC 10 + 1/2 level + Charisma Modifier) or be fascinated. While Poliwag spends full-round actions maintaining the hypnosis, the creature remains fascinated. This is a Gaze attack, although Poliwag does not need to be able to see to use this ability.

Practiced Hypnotist: Poliwag gains a +2 racial bonus to saving throws against all effects that cause fascination.

Favored Classes: Psion, Wizard
Languages: Poliwag and Common
Bonus Languages: Any (other than secret languages like Druidic)
LA: +0[/QUOTE]

Kamai
2014-09-10, 12:40 AM
If you would be up to other people adding to this also, your other posts got me thinking of a Togepi line of races.

LostDeviljho
2014-09-10, 01:51 AM
sure. post them here and i'll move them to the top.

Tanuki Tales
2014-09-10, 12:09 PM
Kind of the point of posting this thread was to stop posting individual threads for each Pokemon race, not to use this as some codex while continuing to post new threads.

Also, I don't really see how all the business with the Gardevoir race was really necessary.

LostDeviljho
2014-09-10, 12:48 PM
Kind of the point of posting this thread was to stop posting individual threads for each Pokemon race, not to use this as some codex while continuing to post new threads.

in a couple weeks this will be buried under two pages of other peoples stuff and no one will see it. also, in my experience, people don't come back to a single thread very often.

plus, discussion gets kind of cluttered after awhile.


Also, I don't really see how all the business with the Gardevoir race was really necessary.

lucky you. obviously you aren't one of the people it was directed at. they know who they are.

Tanuki Tales
2014-09-10, 01:53 PM
in a couple weeks this will be buried under two pages of other peoples stuff and no one will see it. also, in my experience, people don't come back to a single thread very often.

That would kind of be spamming though. The thread necromancy rule doesn't apply to the thread creator of a piece of homebrew and you're allowed to bump your thread when you've made a new addition to it.


plus, discussion gets kind of cluttered after awhile.

In what way? Having it all occurring in one thread is more convenient and would allow the same points to not to be made multiple times across multiple threads.




lucky you. obviously you aren't one of the people it was directed at. they know who they are.

I know exactly what you're referencing, I just also find it unnecessarily antagonistic. Things get fetishized, but that doesn't mean you need to necessarily make a preemptive strike. You should just assume everyone is mature enough to check their stuff at the door and for the problems of certain gaming groups to not only stay there, but to be the problems of those tables and not your homebrew thread(s).

LostDeviljho
2014-09-10, 02:03 PM
That would kind of be spamming though. The thread necromancy rule doesn't apply to the thread creator of a piece of homebrew and you're allowed to bump your thread when you've made a new addition to it.

bump the thread? what?


In what way? Having it all occurring in one thread is more convenient and would allow the same points to not to be made multiple times across multiple threads.

well that is a good point.


I know exactly what you're referencing, I just also find it unnecessarily antagonistic. Things get fetishized, but that doesn't mean you need to necessarily make a preemptive strike. You should just assume everyone is mature enough to check their stuff at the door and for the problems of certain gaming groups to not only stay there, but to be the problems of those tables and not your homebrew thread(s).

you're absolutely right, and i realized that a couple minutes after posting my reply, so i removed that stuff.


btw, i added a greninja, thoughts? and is the LA for blaziken a little too high?

Kamai
2014-09-10, 02:09 PM
Here we go, Togepi and Togetic:

Togepi

http://cdn.bulbagarden.net/upload/thumb/6/6b/175Togepi.png/250px-175Togepi.png

Humanoid(Togepi)

+2 Charisma, -2 Constitution

20 ft base movement speed

Small: As a Small creature, a Togepi gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

Least Metronome(Sp): When a Togepi is created, choose 4 cantrips from the Sorcerer/Wizard list or the Bard list. None of these cantrips can be from the same school of magic, nor can their casting time be longer than 1 round. 1/day as a standard action, choose any targets of your spell, then randomly choose one of the 4 cantrips by rolling a d4. That cantrip casts, and attempts to affect the chosen targets/area the best it can.

Rollout: A Togepi gains a 1d3 slam attack that can only be used at the end of a charge.

Klutz: Due to their body structure, Togepis tend to fall over a lot. Togepis take a -2 penalty on Balance checks and -2 on checks to resist trip attacks and bull rushes.

The world's mine: Togepis will rarely let even the smallest of holes or largest of rocks stop them from exploring. Togepis gain a +2 racial bonus to Climb and Escape Artist.

Automatic Languages: Common and Togepi
Bonus Languages: Any (other than Druidic)
Favored Class: Rogue, Bard.
LA: +0

Heart of Bliss (Ritual for evolution)

Any Togepi can undergo this ritual by spending 3000gp and 4000xp. The Togepi starts the ritual by meditating on his life so far. After 1 hour of meditation, the Togepi must place himself among happy people and environments that make him happy for 48 straight hours. After this time, the Togepi falls asleep, and becomes a Togetic before he wakes up. If the Togepi fails to immerse himself completely in happiness, or loses consciousness during the ritual, the gp is lost, but the experience is refunded.

This is supposed to derive from the concept of the Necropolitan and the Savage Species rituals. Since I only really understand their concept, the wording may be off. Note, I would not advise this for all of the happiness evolution Pokemon, with this just being really a Togepi thing.

Togetic

http://cdn.bulbagarden.net/upload/thumb/1/11/176Togetic.png/250px-176Togetic.png

All changes are added to Togepi's racial abilities unless stated otherwise.

Changes type to Humanoid(Togetic)

+2 Dexterity

Togetic gains a 30ft (average) fly speed and increases his land speed to 30 feet.

Togetic becomes Medium sized.

Metronome (Sp): Togetic can now use Least Metronome 3/day. When a Togepi undergoes Heart of Bliss, he chooses 4 2nd level or lower bard or Sorcerer/Wizard spells, none of which can be in the same school, nor can their casting time be longer than 1 round. 1/day as a standard action, choose any targets or the area of your spell, then randomly choose one of the 4 spells by rolling a d4. That spell casts, and attempts to affect the chosen targets/area the best it can.

Attract (Sp): 1/day, Togetic can use Charm Person as a Spell-like ability. Charm Person can be used on any creature with the Pokemon subtype, even if they are not humanoid, as long as it's the opposite gender of Togetic. The save DC is (13 + Charisma Modifier).

Serene Grace: Whenever an creature fails a saving throw against one of your non-harmless spells, spell-like abilities, powers, or Psi-like abilities, it's duration is increased by 1 round.

Rollout: The slam attack increases to 1d4 as per increasing to Medium size.

Togetic loses the Klutz ability.

I'm aware that Togepi doesn't actually get Klutz as an ability, but you see Togepi falling over all of the time in the shows, so to me, it just fits. If you really want it to fit the game, maybe instead of Klutz:
Hustle: Togepi gains the Run feat. If Togepi attempts to move more than 3 times her current land speed, Togepi must make a DC 10 Balance check or fall in the middle of the run.
Togetic no longer risks falling while running, although she does keep the Run feat.
I know that the current creations don't include the Pokemon subtype. If you don't want to mark out the Pokemon as something special, I'd just allow the Charm Person to extend to Fey also.
Finally, while I do have something for Togekiss, I'm having trouble coming up with the evolution ritual, so I'm going to hold off on that.


I like the Greninja, other than some editing errors, like the snarky (duh) on Night Slash. However, if it were me, I'd clarify the mechanics on Night Slash a bit. Is it a single natural weapon attack? Does it use your melee weapon except for the stats that it replaces (i.e. melee weapon enchantments and special abilities)? Can it simply not be boosted by anything? You may also want to extend this fix to Sceptile's Leaf Blade.
Water Shuriken should not have a range of 50 feet, instead being 0 feet, like Produce Flame. 50 feet puts a range on the Water Shuriken buff, not necessarily the throwing distance, and on top of it, I'm not sure if you really want to limit the Shuriken working with things like Far Shot.

Tanuki Tales
2014-09-10, 02:53 PM
bump the thread? what?

Well, for example, let's say this thread fell back 5 pages since your last race. You could either make a new one and post "Hey, added X to the list of races", make some balancing changes and say "Hey, did some updates to X, Y and Z" or just say, "Bumping the thread for more feedback."





btw, i added a greninja, thoughts? and is the LA for blaziken a little too high?

It's been a long time since I really dealt in 3.5 stuff (left that behind for Pathfinder years ago), but I'll take a look.

LostDeviljho
2014-09-11, 02:44 PM
Well, it looks like everbody left...
anyone new want to voice an opinion?

Extra Anchovies
2014-09-11, 02:48 PM
A thought about the Chesnaught: Specify that it's deflection ability only applies to arrows, bolts, shuriken, and thrown weapons of up to Large size. No matter how smooth 'n' shiny your carapace is, you aren't gonna be deflecting ballista bolts or catapult stones.

LostDeviljho
2014-09-11, 06:15 PM
A thought about the Chesnaught: Specify that it's deflection ability only applies to arrows, bolts, shuriken, and thrown weapons of up to Large size.

but then it couldn't deflect magic. maybe if i didn't work with projectiles more than two size categories higher.


No matter how smooth 'n' shiny your carapace is, you aren't gonna be deflecting ballista bolts or catapult stones.

how do you know it's not made of deflectium, hmmm? chesnaught can take a direct hit from a cruise missile, i doubt a big crossbow would do much more.

EDIT: i thought about it, and you did have some good points. i changed it so Siege Weapons only have a 5% deflection chance (1 in 20 rather than 1 in 4), and it doesn't affect projectile weapons more than 2 size categories larger. still deflects the **** outta fireballs though.

LostDeviljho
2014-09-11, 07:19 PM
thoughts on giving Sceptile a Climb speed? the pokedex entries seem to support the idea, but it seemsto me like it's already pushing the upper limits for LA 0. what do you guys think?

Extra Anchovies
2014-09-11, 07:30 PM
EDIT: i thought about it, and you did have some good points. i changed it so Siege Weapons only have a 5% deflection chance (1 in 20 rather than 1 in 4), and it doesn't affect projectile weapons more than 2 size categories larger. still deflects the **** outta fireballs though.

Fireballs are a spread effect, actually. And it goes off on impact; doesn't actually need to puncture any armor/etc. They'd still be vulnerable to ranged touch stuff, too; it has to touch them in order for it to be deflected. And it's kind of hard to deflect, say, force damage. Maybe also give them a 5% deflection chance for ray-effect spells that would allow spell resistance? Then it can reflect magical projectiles (e.g. scorching ray), but not nonmagical projectiles summoned by magic (e.g. orb of fire, which is fire drawn from the elemental plane of fire and then flung). The full 25% deflection for any targeted attack-roll spell would be too much, IMO.

ETA: You don't necessarily have to give Sceptile a climb speed to make them good at climbing; you could just give them a racial +4 to Climb checks.

LostDeviljho
2014-09-11, 07:43 PM
They'd still be vulnerable to ranged touch stuff, too; it has to touch them in order for it to be deflected.

well it is a ''Touch'' attack. touching is implied.


And it's kind of hard to deflect, say, force damage. Maybe also give them a 5% deflection chance for ray-effect spells that would allow spell resistance? Then it can reflect magical projectiles (e.g. scorching ray), but not nonmagical projectiles summoned by magic (e.g. orb of fire, which is fire drawn from the elemental plane of fire and then flung). The full 25% deflection for any targeted attack-roll spell would be too much, IMO.

it actually was intended to have that chance for any targeted attack roll spell. a very powerful ability and still good even at high levels. when i made chesnaught i actually gave him LA +2, but i don't really know how to judge LA well, and i thought i might have overdone it, so i dropped it to +1. do you think i should bump it back up?


ETA: You don't necessarily have to give Sceptile a climb speed to make them good at climbing; you could just give them a racial +4 to Climb checks.

good idea. also, what is ETA? it's obviously not what I thought it was an acronym for.

Extra Anchovies
2014-09-11, 07:50 PM
it actually was intended to have that chance for any targeted attack roll spell. a very powerful ability and still good even at high levels. when i made chesnaught i actually gave him LA +2, but i don't really know how to judge LA well, and i thought i might have overdone it, so i dropped it to +1. do you think i should bump it back up?

It doesn't really have quite enough other stuff for it to be +2. I'd be fine playing one if I lost one level from it, but if it were +2 I would avoid it like the plague. You can probably keep it with just having the deflection chance for spells specifically targeting him (e.g. if he's caught in the spread of a fireball it doesn't help, but he might be able to ignore an Orb of Cold).


good idea. also, what is ETA? it's obviously not what I thought it was an acronym for.

Editing To Add. What did you think it was, if I may ask?

Thealtruistorc
2014-09-11, 07:59 PM
This may mesh interestingly with the pokemon trainer class from the Base Class contest a while back...

LostDeviljho
2014-09-11, 08:07 PM
lol. i can just imagine that.


''Infernape! I choose you!''
''You're an Infernape too stupid!''

Kamai
2014-09-11, 11:56 PM
Ok, on some of the new entries:

Charizard: Since you limit it to 5+ HD, I don't understand why you have to have the half-flight on Charizard. I don't see anything that sticks out as extreme power that would bump it to LA+2 for having true flight. Blaze comes up again and again, but at 1/2 Con mod, it doesn't realistically take effect outside of low levels (maybe once in a while with Diehard). I understand that you want to attack a lot of power to almost dead, but maybe set the threshold to number of HD at least?

Charmeleon: I don't think I like this version of Blaze on LA +0. Charmeleon has a pretty insane set of natural weapons, so Blaze really needs to be toned down. 4 full BAB attacks at level 1 is already a lot. What I would do is require the Tail Slam to be a standard action or the only natural attack in a full-round attack to bring it down to a sequence of 3 natural attacks. I think that with a balanced stat change (+2/-2) is enough to make it middle-high LA+0. Cut down Blaze's power some, and I think it'll feel right as an LA +0.

I'm still trying to mess around with a few things myself. My next goal to add to this is either to finish up Togekiss or to add Pichu/Pikachu/Raichu. The tough part of that one is that I want to make it an evolution line, but I think I want Pichu and Pikachu to both be playable LA +0.

Extra Anchovies
2014-09-12, 01:04 AM
I'm still trying to mess around with a few things myself. My next goal to add to this is either to finish up Togekiss or to add Pichu/Pikachu/Raichu. The tough part of that one is that I want to make it an evolution line, but I think I want Pichu and Pikachu to both be playable LA +0.

Maybe make Pichu the base, as a tiny creature, and then give it a racial paragon class that makes it Pikachu at 1st level and Raichu at 3rd? Pichu could have a small set of weak abilities, then pikachu could have stronger equivalents. The second level of the racial paragon class would increase the uses/day of pikachu's spell-like abilities, and the third level (when it becomes a Raichu) gives it a new set of SLAs/powers?

Pichu: Tiny size, -4 Str, +2 Dex, 3/day Thunder Shock (acid splash, but electricity damage), resist electricity 5, LA+0
Pikachu level 1: Small size, +2 Str (total -2 Str, +2 Dex), 3/day Spark (Lesser Orb of Electricity, CL=1/2 HD), 1/day Quick Attack (Rhino's Rush) resist electricity 10
Pikachu level 2: Quick Attack 2/day, Iron Tail (Fist of Stone, duration 5 rounds, slam attack is delivered by the tail), resist electricity 15
Pikachu level 3 (Raichu): +2 Dex (total -2 Str, +4 Dex), 3/day Electro Ball (Lesser Orb of Electricity, CL=HD), 3/day Quick Attack, 2/day Iron Tail, 1/day Thunderbolt (Lightning Bolt, CL=1/2 HD), resist electricity 20

Special Requirement for the Pikachu class: Level 1 may only be taken at 2nd level or above, level 2 may only be taken at 4th level or above, level 3 may only be taken at 6th level or above. This is to A) represent the time it takes for it to evolve and B) avoid it being broken in low-level games (frontloading a build with all those SLAs would make it too powerful over the first 3-6 levels, IMO). Also, since the SLAs are sorta powerful anyways, I would suggest giving it 2+int skills/level, a d6 hit die, poor BAB, and only a good Reflex save.

LostDeviljho
2014-09-12, 01:39 AM
Charizard: Since you limit it to 5+ HD, I don't understand why you have to have the half-flight on Charizard. I don't see anything that sticks out as extreme power that would bump it to LA+2 for having true flight. Blaze comes up again and again, but at 1/2 Con mod, it doesn't realistically take effect outside of low levels (maybe once in a while with Diehard). I understand that you want to attack a lot of power to almost dead, but maybe set the threshold to number of HD at least?

the flight stuff is copied stright from the raptoran race.
as for blaze, it comes up alot because 1. it's standard for all fire time starters, and 2. i think i have it so it can still be used, but not abused by some caster (at least not too much).


Charmeleon: I don't think I like this version of Blaze on LA +0. Charmeleon has a pretty insane set of natural weapons, so Blaze really needs to be toned down. 4 full BAB attacks at level 1 is already a lot. What I would do is require the Tail Slam to be a standard action or the only natural attack in a full-round attack to bring it down to a sequence of 3 natural attacks. I think that with a balanced stat change (+2/-2) is enough to make it middle-high LA+0. Cut down Blaze's power some, and I think it'll feel right as an LA +0.

okay, you complain about blaze on charizard being to weak, but on charmeleon you're like ''OMG too strong''? make up you mind, blaze is the same for both of them, and if i tone it down, i have to tone down the rest as well.


I'm still trying to mess around with a few things myself. My next goal to add to this is either to finish up Togekiss or to add Pichu/Pikachu/Raichu. The tough part of that one is that I want to make it an evolution line, but I think I want Pichu and Pikachu to both be playable LA +0.

ha. well, good luck with that.

LostDeviljho
2014-09-12, 01:44 AM
Maybe make Pichu the base, as a tiny creature, and then give it a racial paragon class that makes it Pikachu at 1st level and Raichu at 3rd? Pichu could have a small set of weak abilities, then pikachu could have stronger equivalents. The second level of the racial paragon class would increase the uses/day of pikachu's spell-like abilities, and the third level (when it becomes a Raichu) gives it a new set of SLAs/powers?

Pichu: Tiny size, -4 Str, +2 Dex, 3/day Thunder Shock (acid splash, but electricity damage), resist electricity 5, LA+0
Pikachu level 1: Small size, +2 Str (total -2 Str, +2 Dex), 3/day Spark (Lesser Orb of Electricity, CL=1/2 HD), 1/day Quick Attack (Rhino's Rush) resist electricity 10
Pikachu level 2: Quick Attack 2/day, Iron Tail (Fist of Stone, duration 5 rounds, slam attack is delivered by the tail), resist electricity 15
Pikachu level 3 (Raichu): +2 Dex (total -2 Str, +4 Dex), 3/day Electro Ball (Lesser Orb of Electricity, CL=HD), 3/day Quick Attack, 2/day Iron Tail, 1/day Thunderbolt (Lightning Bolt, CL=1/2 HD), resist electricity 20

Special Requirement for the Pikachu class: Level 1 may only be taken at 2nd level or above, level 2 may only be taken at 4th level or above, level 3 may only be taken at 6th level or above. This is to A) represent the time it takes for it to evolve and B) avoid it being broken in low-level games (frontloading a build with all those SLAs would make it too powerful over the first 3-6 levels, IMO). Also, since the SLAs are sorta powerful anyways, I would suggest giving it 2+int skills/level, a d6 hit die, poor BAB, and only a good Reflex save.

^this. makes perfect sense and gets rid of the need for those pesky thunderstones.

Kamai
2014-09-12, 01:52 AM
the flight stuff is copied stright from the raptoran race.
as for blaze, it comes up alot because 1. it's standard for all fire time starters, and 2. i think i have it so it can still be used, but not abused by some caster (at least not too much).

I understand the gliding from the Raptorian race. That's fine. I don't think you need the restriction on the full flight. Blaze doesn't actually come up very often in play because it's half con mod, meaning you need to be at exactly 1 or 2 hp (3 if you manage to get 22 con), which is nothing. In higher level games, the -10 threshold from death isn't often significant, let alone needing to be at exactly 1 hp.




okay, you complain about blaze on charizard being to weak, but on charmeleon you're like ''OMG too strong''? make up you mind, blaze is the same for both of them, and if i tone it down, i have to tone down the rest as well.

The important thing is that Charizard is a LA+1 race, giving it more space for the ability. I just question the same ability on a LA +0 race. If Charmeleon wasn't already getting a nice deal out of the 3 natural attacks, I could maybe see it.

LostDeviljho
2014-09-12, 01:55 AM
how would you suggest toning it down? and would bringing it up to 2x Con mod bring it into play for the others better?

Extra Anchovies
2014-09-12, 01:59 AM
how would you suggest toning it down? and would bringing it up to 2x Con mod bring it into play for the others better?

I think setting the threshold at either HP=HD, or HP=2xHD. Then it scales with level, and stays halfway relevant.

Kamai
2014-09-12, 02:00 AM
Maybe make Pichu the base, as a tiny creature, and then give it a racial paragon class that makes it Pikachu at 1st level and Raichu at 3rd? Pichu could have a small set of weak abilities, then pikachu could have stronger equivalents. The second level of the racial paragon class would increase the uses/day of pikachu's spell-like abilities, and the third level (when it becomes a Raichu) gives it a new set of SLAs/powers?

Pichu: Tiny size, -4 Str, +2 Dex, 3/day Thunder Shock (acid splash, but electricity damage), resist electricity 5, LA+0
Pikachu level 1: Small size, +2 Str (total -2 Str, +2 Dex), 3/day Spark (Lesser Orb of Electricity, CL=1/2 HD), 1/day Quick Attack (Rhino's Rush) resist electricity 10
Pikachu level 2: Quick Attack 2/day, Iron Tail (Fist of Stone, duration 5 rounds, slam attack is delivered by the tail), resist electricity 15
Pikachu level 3 (Raichu): +2 Dex (total -2 Str, +4 Dex), 3/day Electro Ball (Lesser Orb of Electricity, CL=HD), 3/day Quick Attack, 2/day Iron Tail, 1/day Thunderbolt (Lightning Bolt, CL=1/2 HD), resist electricity 20

Special Requirement for the Pikachu class: Level 1 may only be taken at 2nd level or above, level 2 may only be taken at 4th level or above, level 3 may only be taken at 6th level or above. This is to A) represent the time it takes for it to evolve and B) avoid it being broken in low-level games (frontloading a build with all those SLAs would make it too powerful over the first 3-6 levels, IMO). Also, since the SLAs are sorta powerful anyways, I would suggest giving it 2+int skills/level, a d6 hit die, poor BAB, and only a good Reflex save.

While this seems more elegant than what I was going to do (make Pichu equivalent to a CR 1/3 or CR 1/4 playable race, like PHB Goblins/Kobolds, then give them a feat as if taking Pichu were a flaw), I don't know if Pikachu should be special enough to not be playable at level 1, especially alongside other examples that have fully evolved Pokemon at LA+1 (and some LA +0).

Extra Anchovies
2014-09-12, 02:02 AM
While this seems more elegant than what I was going to do (make Pichu equivalent to a CR 1/3 or CR 1/4 playable race, like PHB Goblins/Kobolds, then give them a feat as if taking Pichu were a flaw), I don't know if Pikachu should be special enough to not be playable at level 1, especially alongside other examples that have fully evolved Pokemon at LA+1 (and some LA +0).

That's true. Giving Pichus an extra feat seems fair, too. Maybe set the restrictions at 3rd level for Pikachu 2 and 5th level for Pikachu 3, with no restriction on Pikachu 1? Then a build could be as follows:

Pikachu 1
Other Class 1
Pikachu 2
Other Class 2
Pikachu 3 (Raichu)

LostDeviljho
2014-09-12, 02:25 AM
Pikachu Rogue. all of the win.

EDIT: Should i move this to the top?

Kamai
2014-09-12, 11:37 AM
Pikachu Rogue. all of the win.

EDIT: Should i move this to the top?

I'm not the poster, but it seems like it needs a proper race entry and some tweaking (including class skills for the Pikachu class) before it's actually complete.

Edit: On the class itself, I'm not sure what I think about Rhino's Rush to express Quick Attack. I feel like something named Quick Attack shouldn't necessarily be a powerful charge, but either let you cover a lot more ground on a charge, or be a very weak Swift action attack to fit the idea.

Extra Anchovies
2014-09-12, 01:28 PM
First and foremost: When you add a new pokemon to the list, it would be great if you just added them to the bottom of the post rather than sticking them in the middle. I almost didn't notice Blastoise.

Thoughts on Swampert:
1. Change the Damp ability so that it reduces fire damage by 1 point per die of damage dealt, rather than 1 point per HD of the Swampert. Makes more sense that way; two different-level swamperts would be just as vulnerable to the same fireball.
2. I like the Transitional Biped ability. Haven't seen anything like it before, and now I'm thinking up homebrew races that use it :smallbiggrin:
3. The fast healing when in contact with mud seems a bit easily metagamed. Carry a container of water around, pour it on some dirt, instant fast healing at any level (keep it in a bowl and it lasts a long time, too). I would recommend changing it to "standing on, or immersed in, enough mud to fill a 5-foot square to a depth of 1 foot (and thus count as shallow bog)." Then it's situationally useful, but not abusable. Fast healing is strong, so there should be a limitation (also it doesn't make sense for a single drop of mud to provide the effect).
4. LA +1 seems fine. I'd play it at that LA if it fit the build (they'd make good grapplers, among other things), but probably not at LA +2.
Thoughts on Empoleon:
1. You didn't specify what the morale bonus from Defiant applies to. For all we know, it could only apply to Decipher Script checks :smalltongue: Might want to specify attack and damage, that seems to fit the fluff. Also, I'd recommend changing it to "Whenever an Empoleon takes ability damage or ability drain, it gains a morale bonus to attack and damage rolls when attacking the creature that caused the damage or drain (whether by casting a spell, using an item, applying a poison, or activating a natural ability). In the case of ability damage, the morale bonus is equal to the amount of ability damage taken by the Empoleon. In the case of ability drain, the morale bonus is equal to twice the amount of ability drain taken. Multiple bonuses against the same creature stack. These bonuses last for the duration of the encounter in which the drain was dealt, and also apply for the duration of the next encounter (if any) with the creature responsible for the drain or damage. As long as they have one or more such bonuses, an Empoleon gains +4 on Will saves to resist mind-affecting attacks, regardless of the source of the attack."

2. DR 5/Adamantine is crazy at low levels and not worth much at high levels. Possibly scale it with HD? DR/Adamantine equal to 1+(HD/5).

3. Two primaries for 1d8 each is a bit much for an LA +1 medium-sized race. I would suggest taking them down to 1d6 each, but have them ignore object hardness for purposes of breaking stuff.
Thoughts on Blastoise:
1. Suggested revision for Hydro Pump:

Hydro Pump (Ex):
A Blastoise has two water cannon on its back, capable of firing high-pressure jets of water. Once per hour, a Blastoise can use the cannons to create a single 100-ft long, 10-ft wideline of water as a full-round action. This line deals 1d8 bludgeoning damage per 2 HD of the Blastoise, with a Reflex save (DC=10+1/2 Blastoise's HD+Blastoise's Constitution modifier) for half damage. Creatures with the fire subtype receive a -4 penalty on their saving throws.
In addition, the Blastoise can make a special ranged bull rush attempt against any target that fails their Reflex save against the damage. Instead of using its normal Strength modifier for the opposed Strength check, the Blastoise adds their Constitution modifier plus 1 per 4 HD of the Blastoise (rounded up). The Blastoise does not move as a result of this bull rush attempt, and a target cannot be pushed more than 10 feet past the end of the 100-ft line. If a target it pushed into a wall by this effect, they take 1d6 points of bludgeoning damage plus 1d6 per 10 points by which the Blastoise's bull rush check exceeded the target's. This is the same sort of damage dealt by falling.
If the Blastoise chooses to do so, they may also push one or more objects in the line's area; for this purpose, the line has an effective strength score equal to the Blastoise's Constitution modifier plus 1 per 4 HD of the Blastoise.
Changed it to (Ex) and made it 1/hour because it's nonmagical water, and it makes sense that it would have to recharge (its internal water tanks are empty or whatever). Made it one jet that affects all in its area rather than two that affect just one target each, so that it's easier to adjudicate. 1d8/HD untyped is better than Orb of Force, a 4th-level spell, by a long, long shot, so I added a Reflex save for half and reduced the damage to make it balanced for LA +1. Added an ability that lets it push light objects around. Made the bull rush somewhat HD-dependent. I hope it fits with what you want from the ability.
2. +4 NA and +6 built-in armor is a bit much. I'd say knock it down to +3 NA and +5 built-in armor, and then add a maximum dexterity bonus of +3; that's a total of +8, and since there's no check penalty, it's still better than full plate. Also it might be good to state outright that if they do wear appropriately-made armor that it doesn't stack with their innate armor; armor bonuses don't stack anyways, but it's worth noting anyways for clarity's sake.
3. Other than that it seems pretty good. This would make a nice fighter-type, IMO.

Edit: On the class itself, I'm not sure what I think about Rhino's Rush to express Quick Attack. I feel like something named Quick Attack shouldn't necessarily be a powerful charge, but either let you cover a lot more ground on a charge, or be a very weak Swift action attack to fit the idea.

True. Maybe Swift Expeditious Retreat? Rhino's Rush did seem a little too powerful, but I couldn't think of anything else.

Also, if you want to put the Pikachu Paragon class into the OP, go for it. Just be sure to mention me :smallbiggrin:

LostDeviljho
2014-09-13, 02:14 PM
First and foremost: When you add a new pokemon to the list, it would be great if you just added them to the bottom of the post rather than sticking them in the middle. I almost didn't notice Blastoise.

I was trying to sort them by pokedex number. should I rearrange them?


Thoughts on Swampert:
1. Change the Damp ability so that it reduces fire damage by 1 point per die of damage dealt, rather than 1 point per HD of the Swampert. Makes more sense that way; two different-level swamperts would be just as vulnerable to the same fireball.
2. I like the Transitional Biped ability. Haven't seen anything like it before, and now I'm thinking up homebrew races that use it :smallbiggrin:
3. The fast healing when in contact with mud seems a bit easily metagamed. Carry a container of water around, pour it on some dirt, instant fast healing at any level (keep it in a bowl and it lasts a long time, too). I would recommend changing it to "standing on, or immersed in, enough mud to fill a 5-foot square to a depth of 1 foot (and thus count as shallow bog)." Then it's situationally useful, but not abusable. Fast healing is strong, so there should be a limitation (also it doesn't make sense for a single drop of mud to provide the effect).
4. LA +1 seems fine. I'd play it at that LA if it fit the build (they'd make good grapplers, among other things), but probably not at LA +2.

your points are all good. will do that.


Thoughts on Empoleon:
1. You didn't specify what the morale bonus from Defiant applies to. For all we know, it could only apply to Decipher Script checks :smalltongue: Might want to specify attack and damage, that seems to fit the fluff. Also, I'd recommend changing it to "Whenever an Empoleon takes ability damage or ability drain, it gains a morale bonus to attack and damage rolls when attacking the creature that caused the damage or drain (whether by casting a spell, using an item, applying a poison, or activating a natural ability). In the case of ability damage, the morale bonus is equal to the amount of ability damage taken by the Empoleon. In the case of ability drain, the morale bonus is equal to twice the amount of ability drain taken. Multiple bonuses against the same creature stack. These bonuses last for the duration of the encounter in which the drain was dealt, and also apply for the duration of the next encounter (if any) with the creature responsible for the drain or damage. As long as they have one or more such bonuses, an Empoleon gains +4 on Will saves to resist mind-affecting attacks, regardless of the source of the attack."

it applies to the same stat or skill that it took the penalty to. if that wasn't clear I'll have to work on the wording


2. DR 5/Adamantine is crazy at low levels and not worth much at high levels. Possibly scale it with HD? DR/Adamantine equal to 1+(HD/5).

3. Two primaries for 1d8 each is a bit much for an LA +1 medium-sized race. I would suggest taking them down to 1d6 each, but have them ignore object hardness for purposes of breaking stuff.

the ignoring hardness thing was my original plan actually. will change it.;


Thoughts on Blastoise:
1. Suggested revision for Hydro Pump:

Changed it to (Ex) and made it 1/hour because it's nonmagical water, and it makes sense that it would have to recharge (its internal water tanks are empty or whatever). Made it one jet that affects all in its area rather than two that affect just one target each, so that it's easier to adjudicate. 1d8/HD untyped is better than Orb of Force, a 4th-level spell, by a long, long shot, so I added a Reflex save for half and reduced the damage to make it balanced for LA +1. Added an ability that lets it push light objects around. Made the bull rush somewhat HD-dependent. I hope it fits with what you want from the ability.
2. +4 NA and +6 built-in armor is a bit much. I'd say knock it down to +3 NA and +5 built-in armor, and then add a maximum dexterity bonus of +3; that's a total of +8, and since there's no check penalty, it's still better than full plate. Also it might be good to state outright that if they do wear appropriately-made armor that it doesn't stack with their innate armor; armor bonuses don't stack anyways, but it's worth noting anyways for clarity's sake.
3. Other than that it seems pretty good. This would make a nice fighter-type, IMO.

excellent.


Also, if you want to put the Pikachu Paragon class into the OP, go for it. Just be sure to mention me :smallbiggrin:

ok then :smallbiggrin:

LostDeviljho
2014-09-13, 02:31 PM
Editing To Add. What did you think it was, if I may ask?

Estimated Time of Arrival.

Extra Anchovies
2014-09-13, 05:18 PM
I was trying to sort them by pokedex number. should I rearrange them?

You don't have to rearrange the current set, but it might be more convenient to have the new additions placed at the bottom of the post. If you want to reference the Pokedex number, that could maybe go in the spoiler titles or something.

EdroGrimshell
2014-09-13, 06:07 PM
What about pokemon with hidden abilities? Like blaziken with speed boost? Might be a good idea for a first level feat for pokemon, replace one of their racial features with another.

Also, on "what stat equals what ability," I did it a specific way when I was playing PTA (Pokemon Tabletop Adventures) a while back.
HP = Cha
Str = Atk
Def = Con
SpAtk = Int
SpDef = Wis
Spd = Dex

I put HP = Cha specifically because it's a case of "Force of Will/Personality" giving one increased drive to live on vs. Con being more endurance, which makes more sense for Defense IMO

Just something to note

LostDeviljho
2014-09-14, 06:54 PM
What about pokemon with hidden abilities? Like blaziken with speed boost? Might be a good idea for a first level feat for pokemon, replace one of their racial features with another.

unless it has Blaze, it probably already has it's hidden ability.
as for speed boost, it's really broken as is, but i may do something with it later.

atm, i just want to get lucario done with.

Kamai
2014-09-14, 10:41 PM
Pichu, Pikachu, and Raichu
As a note, the how-to was originally Extra Anchovies idea, though I readapted a few things. This is not to be officially added until he/she looks it over.

Pichu
http://img3.wikia.nocookie.net/__cb20120630141813/sims/images/d/d7/Pichu.gif

-4 Strength, +2 Dexterity

20ft land movement speed

Tiny: As a Tiny creature, a Pichu gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are one-half of those of a Medium character. A Tiny character does not normally threaten the spaces around him, and must usually provoke an attack of opportunity to enter a larger character's space in order to attack it with a melee weapon.

Thundershock (Sp): 3/day as a standard action, a Pichu can use Acid Splash, although it does Electricity and has the [Electric] subtype instead of the [Acid] subtype. If you use this ability more than once every 5 minutes, you take 1 damage that you can't reduce in any way.

Pichu gains Electricity Resistance 2.

Languages: Pikachu and Common
Bonus Languages: Any (except Druidic)
Favored Classes: Rogue, Factotum

Racial Paragon Class: Pikachu
Any Pichu can take Pikachu. However, a character needs 2 Hit Dice before they can take the second level of Pikachu and 4 Hit Dice before they can take the 3rd level of Pikachu.



Level
BAB
Fort
Ref
Will
Features


1st
+0
+0
+2
+0
Evolve to Pikachu, +2 Str, 30ft movement speed, Small Size, Safe Thundershock, 3/day Spark, Static, 1/day Quick Attack, Resist Electricity 5


2nd
+1
+0
+3
+0
Quick attack 2/day, Iron Tail 1 min, Resist electricity 10


3rd
+2
+1
+3
+1
Evolve to Raichu, Thundershock at-will, +2 Dex, 3/day Spark, 3/day Electro Ball, 3/day Quick Attack, Iron Tail 1 min/2 HD, 1/day Thunderbolt, Resist Electricity 20



Proficiencies: A Pikachu has no weapon proficiencies other than the natural weapon granted by Iron Tail. Pikachu gain no armor or shield proficiencies.
Skill Points: A Pikachu gains 4+int skill points per level. This is quadrupled if Pikachu was taken as your first character level.
Class Skills: Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disable Device(Dex), Escape Artist(Dex), Gather Information(Cha), Jump(Dex), Knowledge(local)(Int), Knowledge(Nature)(Int), Hide(Dex), Intimidate(Cha), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Perform(Cha), Profession(Wis), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Survival(Wis), Swim(Str), and Tumble(Dex)

Evolve to Pikachu: The Pichu becomes a Humanoid(Pikachu), and becomes Small Size with 30ft movement speed. The Pichu also gains +2 Strength, as noted in the table.
Safe Thundershock: Thundershock can never hurt Pikachu or Raichu.
Static: When Pikachu is attacked with a non-reach melee weapon, the creature attacking Pikachu takes 1 electricity damage (Reflex DC 10 + 1/2 HD + Dexterity Modifier negates). This improves to 1d6 damage at 3rd level (Reflex halves instead of negates).
Spark (Su): 3/day as a standard action Pikachu can call forth a burst of electricity surrounding him. This does 1d8 Electricity damage in a 5ft radius around him, increasing to 3d8 at 2nd and 5d8 at 3rd. A Reflex save (DC 10 + 1/2 HD + Dexterity Modifier) halves this damage.
Quick Attack (Ex): 1/day as a Swift action, Pikachu can make an attack with an unarmed strike, natural attack, or light weapon. The target is flat-footed against the attack. All damage done is halved, and you gain no benefit from your Strength bonus (although you are still penalized for a Strength penalty). You can do this 2/day at 2nd level, and 3/day at 3rd level.
Iron Tail: A Pikachu can as a Standard Action solidify his tail into a violent weapon. The tail is a natural attack that does 1d6 damage, and also gives a +4 racial bonus to Strength when it is used to attack, bull rush, or break an object. When attacking an object or creature with Hardness, ignore the hardness. This can be used up to 1 min (10 rounds) per day, split up as Pikachu wishes. At 3rd level, this increases to 1 minute per 2 HD that Raichu has.
Evolve to Raichu: The Pikachu becomes a Humanoid(Raichu), and gains +2 Dexterity, as noted in the table.
Electro Ball (Sp): 3/day, you can use Lesser orb of Electricity with a caster level equal to your total Hit Dice.
Thunderbolt (Sp): 1/day, you can use Lightning Bolt with a caster level equal to your total Hit Dice. The save DC is Dexterity based.

Some minor changes that I thought of:
Spark being based off of (pre-errata) Flameburst, not Lesser Orb of Electricity fitting it's contact + physical nature in the games.
Iron Tail got changed over to a racial bonus so it scales better than an enhancement bonus. Also made it more fluid.
Quick attack ended up being the Swift action attack.
I gave it psuedo-rogue Hit Dice, to make this class compare a bit more to taking levels in Bard/Rogue/Factotum
I also want to consider a option of +2 Dex and +10 ft movement speed instead of evolving to Raichu to play homage to Ash's Pikachu vs Surge's Raichu, but I'm not sure.

Edits: Did some of the cleanup suggested by Extra Anchovies.

Extra Anchovies
2014-09-14, 11:05 PM
I like what you did with Pichu! A few suggestions:

1. Iron Tail: 20 rounds/day divisible as the character sees fit is already enough for most days of adventuring. I would suggest changing the time limits to 1 minute total per day, or 1 minute per 2 HD at Pikachu level 3. Also, iron tail attacks should overcome hardness for purposes of breakin' stuff.

2. 6+Int skills is pretty strong when coupled with the abilities it gains. Possibly 4+Int? I don't like sticking anyone with a measly 2+Int, but 6 seems a bit much.

3. Do you mean to give Pichu an extra 1st level feat, or is the feat listed supposed to reference the normal feat anyone gains at 1st level? I think a free feat makes it a bit unbalanced.

4. I really like the area-effect Spark, it's good to give some variety in the abilities.

5. Quick attack: removing strength bonus to damage and halving damage is a bit too much of a nerf. Especially at higher levels, almost all of the damage a (properly optimized) PC deals with weapons comes from Strength, so maybe just remove the damage increases from Strength (that is, the attack only deals damage from weapon dice and non-strength damage increases).

Kamai
2014-09-14, 11:12 PM
I like what you did with Pichu! A few suggestions:

1. Iron Tail: 20 rounds/day divisible as the character sees fit is already enough for most days of adventuring. I would suggest changing the time limits to 1 minute total per day, or 1 minute per 2 HD at Pikachu level 3. Also, iron tail attacks should overcome hardness for purposes of breakin' stuff.

2. 6+Int skills is pretty strong when coupled with the abilities it gains. Possibly 4+Int? I don't like sticking anyone with a measly 2+Int, but 6 seems a bit much.

3. Do you mean to give Pichu an extra 1st level feat, or is the feat listed supposed to reference the normal feat anyone gains at 1st level? I think a free feat makes it a bit unbalanced.

4. I really like the area-effect Spark, it's good to give some variety in the abilities.

5. Quick attack: removing strength bonus to damage and halving damage is a bit too much of a nerf. Especially at higher levels, almost all of the damage a (properly optimized) PC deals with weapons comes from Strength, so maybe just remove the damage increases from Strength (that is, the attack only deals damage from weapon dice and non-strength damage increases).

I'm making some of the edits now. I know the original plan was to shoot for Kobold levels of power on Pichu, then add the feat, but it's not really as possible as it seemed with a Tiny character. Do you think it has enough if I were to just remove the feat? On Quick Attack, I straight halved it because I thought a lot of high-op damage stacking came off of Power Attack multipliers, which seemed like it should be cut at.

Extra Anchovies
2014-09-14, 11:47 PM
I'm making some of the edits now. I know the original plan was to shoot for Kobold levels of power on Pichu, then add the feat, but it's not really as possible as it seemed with a Tiny character. Do you think it has enough if I were to just remove the feat? On Quick Attack, I straight halved it because I thought a lot of high-op damage stacking came off of Power Attack multipliers, which seemed like it should be cut at.

True. Half damage does make sense taking PA into account. I think removing the feat is fair; the only reason someone should stick with Pichu with zero levels in Pikachu is if they want to play a Tiny-sized character (and then they can be a tibbit). After all, in the pokemon games it's pretty darn tough to keep a pokemon that evolves via friendship at its base form unless you avoid using it entirely.

LostDeviljho
2014-09-15, 12:42 AM
moved it to the top. :smallwink:

on an unrelated note, no one seems to have mentioned greninja. is it because you haven't noticed it, or because it just doesn't rate a comment?

Kamai
2014-09-15, 01:35 AM
moved it to the top. :smallwink:

on an unrelated note, no one seems to have mentioned greninja. is it because you haven't noticed it, or because it just doesn't rate a comment?

This was from my earlier post with Togepi and Togetic. Probably got missed because I edited instead of double posting.

I like the Greninja, other than some editing errors, like the snarky (duh) on Night Slash. However, if it were me, I'd clarify the mechanics on Night Slash a bit. Is it a single natural weapon attack? Does it use your melee weapon except for the stats that it replaces (i.e. melee weapon enchantments and special abilities)? Can it simply not be boosted by anything? You may also want to extend this fix to Sceptile's Leaf Blade.
Water Shuriken should not have a range of 50 feet, instead being 0 feet, like Produce Flame. 50 feet puts a range on the Water Shuriken buff, not necessarily the throwing distance, and on top of it, I'm not sure if you really want to limit the Shuriken working with things like Far Shot.

LostDeviljho
2014-09-15, 01:50 AM
I like the Greninja, other than some editing errors, like the snarky (duh) on Night Slash. However, if it were me, I'd clarify the mechanics on Night Slash a bit. Is it a single natural weapon attack? Does it use your melee weapon except for the stats that it replaces (i.e. melee weapon enchantments and special abilities)? Can it simply not be boosted by anything? You may also want to extend this fix to Sceptile's Leaf Blade.

it uses whatever weapon the player picks, be it a natural weapon or otherwise, and yes, it can be boosted. i'm just not sure how to word it.
and i suppose i could get rid of my snarkiness.


Water Shuriken should not have a range of 50 feet, instead being 0 feet, like Produce Flame. 50 feet puts a range on the Water Shuriken buff, not necessarily the throwing distance, and on top of it, I'm not sure if you really want to limit the Shuriken working with things like Far Shot.

it's based off of the fire shuriken (http://dndtools.eu/spells/oriental-adventures--96/fire-shuriken--2069/) spell, i just changed the energy types.

Kamai
2014-09-15, 02:07 AM
it uses whatever weapon the player picks, be it a natural weapon or otherwise, and yes, it can be boosted. i'm just not sure how to word it.
and i suppose i could get rid of my snarkiness.

As a standard action, make a melee attack whose base damage is 1d12, and only criticals on 20/x2. (Insert bonus information about Night Slash or Leaf Blade). Other than the noted information, your attack gains all of the bonuses of the weapon that you used, including magical enchantments, feats, and class features.



it's based off of the fire shuriken (http://dndtools.eu/spells/oriental-adventures--96/fire-shuriken--2069/) spell, i just changed the energy types.
http://dndtools.eu/spells/complete-arcane--55/fire-shuriken--500/
Here, you want the one updated for 3.5. They changed the multiple shuriken for a single shuriken, but it still uses the Produce Flame model of 0ft range, unlike the 3.0 one that you linked. I don't propose that you use the 3d6 single shuriken version, but use that as a model to clean up your spell.


EDIT:
I wanted to go ahead and add Togekiss even though I still don't have a good ritual (though I'm at least considering fluff for the evolution stones). If you need the information to use this, assume that the ritual costs 18000gp and 9000xp. The intended balance of Togekiss on top of everything else is a mid to high LA +2, although with effective LA buyoff, due to the rituals.

Togekiss

http://cdn.bulbagarden.net/upload/8/87/468Togekiss.png

All abilities are added to Togetic's racial abilities unless stated otherwise.
+2 Constitution, +2 Dexterity, +2 Charisma

Togekiss's racial fly speed improves to 60ft (perfect).

Greater Metronome (Sp): Togekiss can now use Least Metronome at-will, and Metronome 3/day. When a Togetic becomes a Togekiss, he chooses 4 4th level or lower spells from the Bard, Sorcerer/Wizard, Druid, or Cleric list. None of these spells can be from the same school, and they must have a casting time of 1 round or less. 1/day as a standard action, choose any targets or the area of your spell, then randomly choose one of the 4 spells by rolling a d4. That spell casts, and attempts to affect the chosen targets/area the best it can.

Air Cutter (Sp): As an attack action, you can make a ranged touch attack with a range of 120 feet that does 1d12 + Charisma modifier electricity damage. At the end of any turn that a creature is hit by this ability, they must make a saving throw (DC 10 + 1/2 total HD + Charisma Modifier) or be staggered for 1 round. This is affected by Serene Grace.

Serene Grace: The duration is now increased to an extra 1d4 rounds.

Attract (Sp): Attract can now be used 3/day, and acts as either Dominate Person or Charm Monster. Togekiss can still treat creatures with the Pokemon subtype as Humanoid if they are the opposite gender of Togekiss. The save DC also changes to (10 + 1/2 HD + Charisma Modifier).

Empathy: Togekiss can intuitively tell the base desires of any creature. Togekiss now always treats Bluff, Sense Motive, and Diplomacy as class skills. This ability is retroactive, which may allow Togekiss to gain ranks in these skills if cross-class skill points were assigned to them. Togekiss can now also always take 10 on these skills, even if threatened.

Agility: Togekiss is extremely graceful, gaining a +4 dodge bonus to AC against attacks of opportunity, and a +2 racial bonus to Reflex saves. This racial counts as both Lightning Reflexes and Mobility, unless Togekiss has these feats already.

Edit: Forgot to give Air Cutter a range.

LostDeviljho
2014-09-15, 02:47 AM
and up i goes! work on that ritual, i look forward to seeing this complete.

EDIT: hey look! a delphox!

Extra Anchovies
2014-09-15, 06:57 PM
Hm. Thoughts on Delphox:

My only objection is the staff of fire. That breaks wealth by level, and breaks it hard. It also gives third and fourth level spells (and pretty good ones, too) at first level. Much too strong. Removing the staff part and keeping the attack for 1d4 fire, though, leaves the Delphox on the power scale of an LA +0 race, and not a very good one at that. I only see niche uses for staff-less Delphox in Cha-based builds.

Thus, a suggestion!

Have charges return at a rate of 2 per day, or 3 per day in hot conditions. Set maximum charges at 5 (this is the big one, to prevent them from going nova willy-nilly). Give it Lesser Orb of Fire (1 charge), burning hands (1 charge), fire shield (2 charges), CL=HD.

LostDeviljho
2014-09-15, 10:14 PM
Have charges return at a rate of 2 per day, or 3 per day in hot conditions.

done and done.


Set maximum charges at 5 (this is the big one, to prevent them from going nova willy-nilly).

i set it at 10 rather than 5. is that still to much?

Thealtruistorc
2014-09-15, 10:18 PM
I may create some for this later. Save Alakazam and Machamp for me.

Extra Anchovies
2014-09-15, 10:20 PM
done and done.

i set it at 10 rather than 5. is that still to much?

I think ten is a bit much to start with. Remember, racial abilities are supposed to be sort of the bottom of the barrel in most cases. As it is, I think 5 charges maximum is enough to keep them at LA +0, but I suppose it could scale with hit dice (5+1/2 HD, with a scaling recharge rate of 2+1/5 HD) if you want them to have LA +1.

Kamai
2014-09-16, 12:00 AM
While I don't have the ritual together for Togekiss yet, I do have 2 different versions of Meowth, one inspired by the standard Wild Meowth in the anime, and one inspired by Team Rocket's Meowth.

http://img2.wikia.nocookie.net/__cb20091030202635/villains/images/9/99/Meowth.png

Meowth
Magical Beast (Meowth)
+2 Dexterity, -2 Intelligence
Small Size
30ft movement speed

Unstable: A Meowth can stand up on it's hind legs, but can't maintain it for long. Whenever Meowth is attacking with a manafactured weapon (other than ones that enhance it's natural attacks like a Mouthpick), Meowth must make a Balance check DC 10 or take -4 on all Strength and Dexterity rolls, and are flat-footed until the beginning of their turn. For each round you do this, the DC increases by 1.

Natural Attacks: Meowth gains 2 claws that do 1d3 damage, and a bite that does 1d4 damage. Typically, the claws act as a primary weapon.

Fury Swipes: Meowth can use both of it's claws at the end of a charge. This counts as Pounce for any requirements.

Pickup: Meowth has a +2 racial bonus on Sleight of Hand and Search.

Quadruped: Meowth always has a carrying capacity as a Quadruped creature, even if fighting. If the Meowth is not using his claw attacks, he is considered on 4 legs for trip attacks and other effects based on the number of legs. Meowth can use armor as a normal creature of it's size, however.

Favored Classes: Barbarian, Ranger
Languages: Meowth and Common
Bonus Languages: Any (other than secret languages like Druidic)
LA: +0

Edit: Second attempt at it. If this one actually pans out, I want to try what was the City Meowth as a Rogue Substitution Level.

LostDeviljho
2014-09-16, 12:15 AM
hmmm. it may be just me, but it seems like the meowths could use a bit more polish (and maybe being just one race) before it's time to move them up.

Kamai
2014-09-16, 12:16 AM
hmmm. it may be just me, but it seems like the meowths could use a bit more polish (and maybe being just one race) before it's time to move them up.

Yeah, I can go back to the drawing board. I'll edit the post when I think I'm closer.

LostDeviljho
2014-09-16, 12:29 AM
btw, if i had to guess, i'd say that the team rocket meowth had a template.

Kamai
2014-09-17, 01:12 PM
Just to keep this thread going:

http://cdn.bulbagarden.net/upload/4/49/060Poliwag.png

Poliwag
Humanoid (Poliwag, Aquatic)
+2 Charisma, -2 Strength, -2 Dexterity
Small Size
20ft land and 15ft Swim movement speed

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

Skills: A Poliwag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Hypnotic Spiral (Ex): A Poliwag can, as a full-round action that provokes attacks of opportunity, hypnotize 1 creature by twirling his spiral. The creature must make a Will Save (DC 10 + 1/2 level + Charisma Modifier) or be fascinated. While Poliwag spends full-round actions maintaining the hypnosis, the creature remains fascinated. This is a Gaze attack, although Poliwag does not need to be able to see to use this ability.

Practiced Hypnotist: Poliwag gains a +2 racial bonus to saving throws against all effects that cause fascination.

Favored Classes: Psion, Wizard
Languages: Poliwag and Common
Bonus Languages: Any (other than secret languages like Druidic)
LA: +0

LostDeviljho
2014-09-17, 02:48 PM
me likey. moved it up

EDIT: riolu is here!

LostDeviljho
2014-09-18, 01:40 AM
look at gothitelle! then play a gothitelle shadowcaster! do it!

Extra Anchovies
2014-09-18, 10:46 AM
Thoughts on Gothitelle:

Blindsight is absurdly strong; it nullifies sneaky types and invisible creatures. I would recommend removing that and giving them a racial +2 on Listen checks that increases to +6 for the purpose of locating invisible creatures.

One extra use of each mystery per day for Gothitelle shadowcasters is also too much. I suggest changing that to using them at +1 caster level, or just give them one extra use/day of any one of their mysteries, which can be reassigned to a different mystery each day.

Giving a free +5 to all fear effects by 20th is sorta strong, but okay for an LA +1 if you nerf the two OP abilities it gets.

LostDeviljho
2014-09-18, 12:14 PM
how's this?