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    Bugbear in the Playground
     
    black dragoon's Avatar

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    Default Pokemon D20 a sister thread.

    We are working on a Pokemon Rpg. yeah no flaming. anyway those who are interested please post here.


    First up a Besm link. We can possibly use this to create some monsters but there D20 progression is going to be based on savage species. http://index.rpg.net/display-entry.phtml?mainid=3677

    The BESM D20 SRD. http://www.opengamingfoundation.org/animesrd.html

    What needs to be done
    - Finish the One fifty one. We actually are doing pretty good here and should finish in a reasonable time if I start cracking the whip.
    Create a complete Technique system- we've got the basic mechanic now we need the moves.
    Items and their Effects- We haven't even scratched the surface. We have the pokeballs that's it. This needs serious work.
    Fluff-We had someone working on this where did he go?
    Last edited by black dragoon; 2008-09-16 at 08:16 PM.
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

  2. - Top - End - #2
    Bugbear in the Playground
     
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    Default Re: Pokemon D20 a sister thread.

    Pokemon.
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    Magikarp
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    Magikarp
    Small Magical Beast [Aquatic]
    Hitdice: 2d10+4 (15 hp)
    Init: -3 (-3 Dex)
    Speed: 5 ft, Swim 20 ft.
    AC: 8 (+1 size, -3 dexterity), Touch 8, Flat-footed 8
    Base Attack/Grapple: +2/-5
    Attacks: Slam +0
    Face/Reach: 5 ft./5 ft.
    Damage: Slam 1D4-3
    Saves: Fort +5, Ref +0, Will -1
    Abilities: Str 4, Dex 4, Con 15, Int 2, Wis 8, Cha 2
    Skills: Swim +10
    Special Abilities:
    Feats: Endurance
    Climate/Terrain: Any aquatic.
    Organization: Usually Solitary.
    CR: 1/6
    Treasure: None.
    Alignment: Usually Neutral
    Advancement: 3-5 HD (small)
    Magikarp is a medium sized orange fish. Its notable characteristics include large, heavy scales. Its fins are primarily white, but it has a stiff, three-peaked fin on its back and another on its stomach which are both yellow. It also has long barbels. Although this Pokémon is capable of surviving in even the most polluted ponds, it is usually overlooked by trainers because it is pathetically weak: even in the heat of battle it will do nothing but flop around. It is not a strong swimmer, and currents in the water will sweep it downstream. They are normally seen using Splash, which is unusual, as it makes them easy targets to predators. It is believed that the ancestors of this Pokémon were much stronger than the Magikarp seen today, this belief has led scientists to research this species.


    Gyarados
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    Gyarados
    Huge Dragon [Water, Air]
    Hitdice: 22d12+88 (231 hp)
    Init: +3 (+3 Dex)
    Speed: 10ft.,Swim 60 ft., Fly 90ft. (poor)
    AC: 27 (-2 size, +3 dexterity, +16 natural), Touch 11, Flat-footed 24
    Base Attack/Grapple: +22/+44
    Attacks: Bite +34, Tail Sweep +32
    Face/Reach: 15 ft./10 ft.
    Damage: Bite 2d8+21, Tail Slap 2d6+21
    Special Attacks: Tail Sweep
    Special Qualities: Fire Resistance 20, DR 10/+1, SR 26,Frightful Presence, Lightning Vulnerability.
    Saves: Fort +16, Ref +16, Will +15
    Abilities: Str 39, Dex 16, Con 19, Int 10, Wis 14, Cha 15
    Skills: Listen +27, Knowledge (any) +25, Jump +39, Sense Motive +27,
    Spot +27, Swim +47,
    Feats: Blindfighting, Dodge, Endurance, Power Attack, Mobility,
    Multiattack, Spring attack, Fly-by Attack.
    Climate/Terrain: Any deep aquatic.
    Organization: Usually Solitary.
    CR: 16
    Treasure: Double Standard
    Alignment: Usually Chaotic neutral
    Advancement: 23-26 HD (huge)
    Gyarados is a large dragon Pokémon most similar in appearance to those seen in Chinese mythology. Its serpentine body is largely blue, but its underbelly is yellow and its fins are white. It has four such white fins down its back. Its mouth is very large and gaping, but bares some resemblance to that of its pre-evolution Magikarp. Like Magikarp, it has barbels on the its face. Its pectoral and dorsal fins also resemble Magikarp's. This Pokémon bares little resemblance to its docile pre-evolution. Gyarados is infamously known for its fierce temper and wanton destructive tendencies. Once it has worked itself into a frenzy it will not calm until everything around it is destroyed, this is attributed to the dramatic structural changes its brain undergoes during evolution. It seems attracted to violence, although this Pokémon is vary rarely seen in the wild. During times of human conflict Gyarados are said to appear, burning entire cities down to the ground.



    Growlithe
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    Medium Magical Beast
    Hitdice: 5d10+5 (22 hp)
    Init: +2 (+2 Dex)
    Speed: 40 ft.
    AC: 15 (+3 natural, +2 Dex), Touch 12, Flat-footed 13
    Attacks: Bite +7
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Bite 1d6+3 and trip
    Special Attacks: Trip,
    Special Qualities:Immune to Fire, Scent
    Saves: Fort +5, Ref +6, Will +7
    Abilities: Str 14, Dex 15, Con 12, Int 6, Wis 17, Cha 9
    Skills:Survival +11, Listen +11, Hide +6, Intimidate +7, Spot
    +5, Move Silently +4
    Feats: Iron Will, Improved Iron Will
    Climate/Terrain: Any Land and Underground
    Organization: Solitary or pack (2-12)
    CR: 4
    Treasure: Standard.
    Alignment:usually Lawful Neutral
    Advancement: 6-10 HD (medium), 11-15 HD (large)
    Growlithe resembles a puppy. It has bright orange fur with black stripes. Its belly, tail, and fluff on top of its head are a cream color. Extremely loyal, this Pokémon fiercely defends its trainer.


    Arcanine
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    Large Magical Beast
    Hitdice: 8d10+24 (68 hp)
    Init: +7 (+3 Dex, +4 Improved Initiative)
    Speed: 70 ft.
    AC: 18 (+6 natural, +3 Dex, -1 size), Touch 12, Flat-footed 15
    Attacks: Bite +12
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Bite 1d8+7 and trip
    Special Attacks: Trip
    Special Qualities:Immune to Fire, scent
    Saves: Fort +8, Ref +9, Will +9
    Abilities: Str 20, Dex 17, Con 14, Int 6, Wis 17, Cha 9
    Skills: Survival +11*, Listen +11, Hide +6, Intimidate +7, Spot
    +5, Move Silently +5
    Feats: Iron Will, Improved Iron will,
    Climate/Terrain: Any land and underground
    Organization: Solitary or group (4-24)
    CR: 7
    Treasure: Standard.
    Alignment: Always Lawful
    Advancement: 9-16 HD (Large), 17-20 HD (Huge)
    Arcanine is a canine-like Pokémon that resembles the mythical Chinese Shisa (a cross between a lion and a dog). Its head is covered in a cream-colored hair, except for the region around its eyes and ears, which is orange. Its body is a combination of the same orange fur and black stripes. It also has patches of cream-colored on its chest, legs and tail. Its paws each have three claws and a round pink paw underneath. Wise and loyal, Arcanine are prized Pokémon.



    Diglett
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    Diminutive Beast
    Hitdice: 1/2d10 (2 hp)
    Init: +4 (+4 Dex)
    Speed: burrow 30 ft.
    AC: 18 (+4 size, +4 Dex), Touch 18, Flat-footed 14
    Attacks: Bite +8
    Face/Reach: 1 ft. by 1 ft./0 ft.
    Damage: Bite 1d2+0
    Special Attacks: -
    Special Qualities: Immune to Electricity
    Saves: Fort +1, Ref +5, Will +1
    Abilities: Str 10, Dex 19, Con 10, Int 1, Wis 12, Cha 2
    Skills: Listen +6, Spot +6
    Feats: Weapon Finesse Bite
    Climate/Terrain: Any Underground.
    Organization: Solitary or Migration (100+ Digletts)
    CR: 1/6
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: 1 HD (Diminutive)
    This tiny brown Pokémon's most famous feature is that it seems to be perpetually buried within the earth, all that's usually seen is its head. It also apparently does have claws.


    Dugtrio
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    Dugtrio
    Small Magical Beast
    Hitdice: 3d10 (16 hp)
    Init: +8 (+4 Dex. +4 Improved Initiative)
    Speed: 10 ft., Burrow 20 ft. (good)
    AC: 17 (+1 Size, +2 natural, +4 Dex), Touch 15, Flat-footed 13
    Attacks: 3 Bites +8
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Bite 1d4+2
    Special Attacks:
    Special Qualities: Immune to Electricity
    Saves: Fort +3, Ref +7, Will +2
    Abilities: Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 4
    Skills: Listen +11, Spot +11
    Feats: Alertness
    Climate/Terrain: Any Underground.
    Organization: Solitary, pack (2-5 Dugtrios) or with Diglett migration
    (1-20 Dugtrios, 100+ Digletts)
    CR: 4
    Treasure: Standard.
    Alignment: Usually Neutral
    Advancement: 12-20 HD (Medium)
    They are basically three Diglett together, though what they look like underground is a big mystery. They may be fused together, but that is uncertain.



    Ponyta
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    Medium Magical Beast [Fire]
    Hitdice: 4d10+8 (33 hp)
    Init: +7 (+3 Dex, +4 Improved Initiative)
    Speed: 80 ft.
    AC: 17 (+4 natural, +3 dexterity), Touch 13, Flat-footed 14
    Attacks: 2 Hooves +7
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Hoof: 1d6+3
    Special Attacks:
    Special Qualities: Elemental, Fire Subtype, Carrying Capacity, Agility,
    Leap
    Saves: Fort +3, Ref +7, Will +0
    Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 8, Cha 15
    Skills: Jump +28, Balance +30
    Feats: Improved Initiative, Run, weapon finesse: Hooves, Endurance [b].
    Climate/Terrain: Any grassland.
    Organization: Solitary or herd (3-18 Ponytas)
    CR: 4
    Treasure: Standard.
    Alignment: Usually Neutral
    Advancement: 5-8 HD (medium), 9-12 HD (large)
    Ponyta's physiology is similar to that of a horse. However, its mane and tail are made of flame rather than the usual hair. It is capable of leaping tall buildings in a single bound. In order to withstand the force of landing, its hooves are as hard as diamonds.


    Rapidash
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    Rapidash
    Large magical Beast[Fire]
    Hitdice: 10d10+40 (92 hp)
    Init: +7 (+5 Dex, +4 Improved Initiative)
    Speed: 105 ft.
    AC: 20 (-1 size, +6 natural, +5 dexterity), Touch 14, Flat-footed 15
    Attacks: 2 Hooves +12, Horn +14
    Face/Reach: 5 ft. by 10 ft./5 ft.
    Damage: Hoof: 1d8+2, horn 2d6+5
    Special Attacks:
    Special Qualities:Fire Subtype, Carrying Capacity
    Agility, DR 10/cold
    Saves: Fort +8, Ref +12, Will +2
    Abilities: Str 20, Dex 21, Con 18, Int 14, Wis 10, Cha 26
    Skills: Jump +40, Balance +40, Tumble +21
    Feats: Improved Initiative, Run, Dodge, Endurance [b].
    Climate/Terrain: Any grassland.
    Organization: Solitary or herd (3-18 Ponytas).
    CR: 10
    Treasure: Standard.
    Alignment: Usually Neutral
    Advancement: 11-20 HD (large)
    Rapidash is a horse-like Pokémon. It has a horn, reminiscent of a unicorn.Rapidash is a very agile Pokémon. It lives on mountains along with other Rock and Fire Pokémon, so it is quite possibly alone - not with a relation, such as a Rapidash friend or mate. They are the highest evolved form of Ponyta and are highly capable in battle.



    Squirtle
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    Hitdice: d10+1 (9 hp)
    Init: +0 (+0 Dex)
    Speed: 20 ft., swim 30 ft.
    AC: 16 (+2 size, +4 natural)
    Attacks: Slam +3
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam 1d6+1
    Special Attacks:
    Special Qualities: Fire Resistance 5
    Saves: Fort +3, Ref +2, Will +0
    Abilities: Str 12, Dex 11, Con 13, Int 10, Wis 10, Cha 14
    Skills: swim +13, Move Silently +2
    Feats: toughness
    Climate/Terrain: any water
    Organization: Solitary, pack (3-5), or guild (20 or more)
    CR: 1/2
    Treasure: Standard
    Alignment: always neutral
    Advancement: HD 2-4 (Tiny), 5-6 (small)
    Squirtle is a bipedal turtle with its most notable feature being the hard shell on its back. This shell forms and hardens on its back after birth.Squirtle is a natural-born swimmer. However, due to its size, it's easier for it to transport something small like a Pikachu than to carry its trainer.
    Its jaws may not look like much, but they are strong enough that a Squirtle can learn to use a Bite attack. Squirtle are scarce in the wild. Most are domestic Pokémon, raised to be distributed as starters by Professor Oak. As such, they are regarded as well-behaved Pokémon. They are not regarded as the easiest or hardest for a trainer to raise, since they are not as mild-mannered and easy as Bulbasaur but they are not as rash and hard as Charmander and its evolutions.


    Wartortle
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    Wartortle
    Small Magical Beast [Aquatic]
    Hitdice: 7d10+14 (52 hp)
    Init: +0 (+0 Dex)
    Speed: 20 ft., swim 30 ft.
    AC: 19 (+1 size, +8 natural)
    Attacks: Slam +11/+6, Bite +6
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam 1d4+3, Bite 1d6+3
    Special Attacks:
    Special Qualities: Fire Resistance 15
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 16, Dex 11, Con 15, Int 10, Wis 10, Cha 16
    Skills: swim +18,
    Feats: toughness, power attack
    Climate/Terrain: any water
    Organization: Solitary, pack (3-5), or guild (20 or more)
    CR: 5
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 8-11 HD (Small), 12-15 HD (Medium)
    Wartortle is a bipedal, indigo-blue turtle with a brown shell and a long, furry tail and ears. It is more aggressive than Squirtle. It hides in water while hunting and emerges to surprise its prey, and is a tough Pokémon that often has scratches on its shell which serve as reminders of past battles. To maintain balance while swimming at high speeds, Wartortle moves its unusual furry ears and its tail. This tail, covered in rich, thick fur, is so long that it sticks out a bit even when Wartortle withdraws into its shell. It uses the fur to store air for extended underwater diving. It is a popular pet, as it is long-lived. Wartortle, and in particular its tail, is considered a symbol of longevity


    Blastoise
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    Blastoise
    Medium Magical Beast [Water]
    Hitdice: 14d10+42 (119 hp)
    Init: +0 (+0 Dex)
    Speed: 15 ft., swim 40 ft.
    AC: 26 (+16 natural)
    Attacks: Slam +19/+14 Bite +14
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam 1d8+5, Bite 1d10+3
    Special Attacks:
    Special Qualities: Fire Resistance 20, amphibious
    Saves: Fort +12, Ref +9, Will +4
    Abilities: Str 20, Dex 10, Con 17, Int 10, Wis 12, Cha 18
    Skills: swim +20
    Feats: Toughness, power attack, point blank shot.
    Improved Initiative
    Climate/Terrain: any water
    Organization: Solitary, pack (3-5), or guild (20 or more)
    CR: 11
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: HD 15-21 (Medium), 22-28 (Large)
    Blastoise is a bipedal, large, blue tortoise with a brown shell and two water cannons that jut out of the top of its shell. The cannons can be withdrawn inside the shell, or rotated to point backwards; this enables Blastoise to commence jet assisted rams. Blastoise can be found living on island beaches near the ocean, but their preferred habitat seems to be freshwater ponds and lakes



    Staryu
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    Staryu
    Size/Type: Small Magical Beast (Water)
    Hit Dice: 6d10+24 (54 HP)
    Initiative: +13 (5 Dex, 4 feat, 4 racial)
    Speed: 10' land, 60' Swim
    Armor Class: 16 (+5 Dex, +1 Size)
    Base Attack/Grapple: +6/+8
    Attack: Tackle +11/1d6+1
    Full Attack: Tackle +11/1d6+1
    Space/Reach: 5'/5'
    Special Attacks: Rapid Spin, Water Gun
    Special Qualities: Blindsight(50'), Regeneration 1/4
    Saves: Fort +9, Ref +14,
    Abilities: Str 12, Dex 20, Con 18, Int 4, Wis 6, Cha 6
    Skills: Not bothering thinking for a single skill. Let's say full Swim, for a total of +18 (9 ranks+1 Str+8 racial from having a Swim speed)
    Feats: Improved Initiative, Weapon Finesse (Tackle)
    Environment: Aquatic
    Organization: Solitary, colony (10-40 specimens in a wide area)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: Normal, evolves to Starmie if exposed to a Water Stone after being over 10 HD.
    Level Adjustment:
    Looking simply like a large starfish with a large semi-precious crystal in the middle, Staryus are rather unassuming, which is only helped by their pacific disposition. It tends to take a lot of bothering to make an Staryu attack, which means the public opinion on Staryus is that they're nice pokemon that lighten up the beaches.
    This opinion, however, is not at all shared by most people wanting to build at the seaside, because Staryus are stubbornly attached to their homes, and freaking impossible to eradicate. People have "driven off" a colony of Staryus and built, just to soon find the roof of the house covered in jeweled starfish

    Starmie
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    Coming Soon!

    Farfetche'd
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    Farfetch’d
    Small Magical Beast (Pokémon)
    Hit Dice: 4d10-4 (18 hp)
    Initiative: +1
    Speed: 30 ft., fly 60 ft. (average)
    Armor Class: 17 (+1 Dex, +5 natural, +1 size), touch 12, flat-footed 16
    Base Attack/Grapple: +4/+0
    Attack: Leek sword +7 melee (1d6+2/19-20) or bite +6 melee (1d4)
    Full Attack: Leek sword +7 melee (1d6+2/19-20) and bite +1 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Leek sword, leer, swords dance
    Special Qualities: Darkvision 60 ft., low-light vision, vulnerability to cold
    Saves: Fort +3, Ref +5, Will +2
    Abilities: Str 11, Dex 13, Con 9, Int 12, Wis 12, Cha 12
    Skills: Balance +3, Bluff +6, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +4, Jump +2, Spot +8, Tumble +6
    Feats: Weapon Finesse, Weapon Focus (leek sword), Weapon Specialization (leek sword) (B)
    Environment: Temperate plains
    Organization: Solitary
    Challenge Rating: 4
    Treasure: Leek sword
    Alignment: Often neutral
    Advancement: 5-9 HD (Small); 10-14 HD (Medium)
    Farfetch'd resemble ducks. They have glossy brown plumage with a small crest. It also bears black plumage on its forehead that resembles eyebrows. Farfetch'd are always seen carrying a leek stalk, or spring onion. They carry it in their wings and sometimes choose to hold it in their beaks instead. Farfetch'd cannot live without its stick for unknown reasons, and will defend their stick with their life. The stick is also known to be used as nesting material and as a weapon. In case of an emergency situation where the Farfetch'd is starving, it will eat its own stick and hurry off to find a new one.



    Evee
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    Eevee
    Size/Type: Small Magical Beast
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +2
    Speed: 40 ft.
    Armor Class: 14, touch 13, flat-footed 12 (+1 size, +2 dex, +1 natural)
    Base Attack/Grapple: +1 / -2
    Attack: Bite +4 (1d4+1)
    Full Attack: Bite +4 (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: none
    Special Qualities: Scent, lowlight vision60 ft., Transformation
    Saves: Fort +3, Ref +4, Will 0
    Abilities: Str 13, Dex 15, Con 12, Int 10, Wis 10, Cha 12
    Skills:+5 move silently
    Feats: Weapon Finesse,Track
    Enviroment: Temperate forest, savannah, seashore, volcanic, plains, rainforest
    Organization: Litter (2-6 eevees and 1-4 jolteons, flareons, vaporeons)
    Challange Rating: 1/3
    Alignment: Usually neutral
    Advancement: 2-5 HD
    Eevee is a mammalian creature with brown fur, a bushy tail that has a cream-colored tip, and a furry collar that is also cream-colored. Eevee has brown eyes and big ears. It has traits of raccoons, foxes, dogs, and cats. Eevee has an irregular genetic code and can evolve into one of three results after being exposed to either a Fire Stone, Thunderstone or Water Stone. Eevee's behavior can be affected by its surroundings. Eventually, with enough alteration, the Eevee may evolve to better suit its surroundings.



    Jolteon
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    Jolteon
    Size/Type: Medium Magical Beast
    Hit Dice: 6d10+12 (45 hp)
    Initiative: +3
    Speed: 60 ft.
    Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
    Base Attack/Grapple: +6/+7
    Attack: Bite +9 melee (1d6+ 2) OR spines+9 ranged (1D4)
    Full Attack: Bite +9/+4 melee (1d6 +2) and spines +4 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Lightning Field, Thunderbolt, Spines
    Special Qualities: Darkvision 60 ft., low-light vision, immunity to electricity, scent
    Saves: Fort +8, Ref +10, Will +3
    Abilities: Str 14, Dex 17, Con 16, Int 13, Wis 13, Cha 7
    Skills: Hide +9*, Jump +14, Listen +7, Move Silently +8, Spot +3, Survival +3*
    Feats: Empower Ability (), Lightning Reflexes (b), Run (b), Fleet of Foot (b), Track(b), Weapon Finesse, Weapon Focus ()
    Environment: Temperate forest, savannah
    Organization: Solitary, Pair, or Pack (2-4 jolteon and 4 – 7 eevees)
    Challenge Rating: 7
    Alignment: Usually neutral
    Advancement: 7-10 HD (medium), 11-15 HD (large)

    Jolteon is the result of exposing an Eevee to the radiation of a Thunder Stone. Jolteon is a dog-like Pokémon with yellow fur that has the sharpness of needles Jolteon also has a white, spiky collar.



    Flareon
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    Flareon
    Size/Type: Medium Magical Beast (Fire)
    Hit Dice: 6d10+12 (45 hp)
    Initiative: +3
    Speed: 50 ft.
    Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
    Base Attack/Grapple: +6/+8
    Attack: Bite +10 melee (1d6 +4)
    Full Attack: +8/+3
    Space/Reach: 5 ft./5 ft.
    Special Attacks:
    Special Qualities: Immunity to Fire, Cold vulnerability, Darkvision 60 ft., Unnatural presence
    Saves: Fort +7, Ref +8, Will +3
    Abilities: Str 18, Dex 16, Con 14, Int 13, Wis 13, Cha 15
    Skills: Hide +9*, Jump +13, Listen +7, Move Silently +8, Spot +3, Survival +3*
    Feats: Empower Ability (), Fire Feet (b), Iron Will (b), Power Attack, Searing Flames (b), Track (b), Weapon Focus ()
    Enviroment: Volcanic
    Organization: Solitary, Pair, or Pack (2-4 flareon and 4 – 7 eevees)
    Challange Rating: 7
    Alignment: Usually neutral
    Advancement: 7-10 HD (medium), 11-15 HD (large)

    Flareon is the result of an Eevee being exposed to a Fire Stone. Out of the three known Eeveelutions, Flareon bears the closest resemblance to Eevee. Flareon's body is covered in red fur. Flareon has a large, bushy tail, fluffy collar and a tuft of fur on its head; all of which are yellow.


    Vaporeon
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    Medium Magical Beast [Water, Cold]
    Hitdice: 7d10+42 (82 hp)
    Init: +4 (+4 Dex)
    Speed: 15 ft., Swim 60 ft.
    AC: 20 (+4 dexterity, +6 natural), Touch 14, Flat-footed 16
    Attacks: Slam +10 melee
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam 1d4+0
    Special Attacks:
    Special Qualities: Amphibious,Cold Resistance 15,
    Fire Resistance 10, Scent, SR 17
    Saves: Fort +12, Ref +10, Will +10
    Abilities: Str 10, Dex 18, Con 23, Int 14, Wis 14, Cha 21
    Skills: Wilderness Lore +10, Use Magical Device +18, Swim +17, Hide +18
    Feats:Spell Penetration, Point Blank Shot, Iron Will, Endurance [b], Weapon Finesse Slam [b]
    Far shot
    Climate/Terrain: Any Aquatic.
    Organization: Usually solitary
    CR: 6
    Treasure: Standard.
    Alignment: Usually Neutral
    Advancement: 8-10 HD (small), 11-15 HD (medium).
    Vaporeon is the result of an Eevee's exposure to the radiation of a Water Stone. Vaporeon is a composite creature sharing physical traits of dogs, cats, and fish. Vaporeon's body is light-blue and has a white collar. Vaporeon has yellow ears made of webbing and has a fin on its head resembling its ears. Vaporeon has blue ridges that run down the length of its spine and on to its tail-fin. Vaporeon's molecular structure is close to water, and its body glitters when sunlight hits at certain angles because of it.Vaporeon are very difficult to observe in the wild, as they are somewhat uncommon. When they are in the water, they are virtually impossible to see. While they are much easier to see while they are resting onshore, they possess the ability to rearrange themselves on a molecular level, causing themselves to "melt" into the water. It is likely that many mermaid stories were spawned by Vaporeon sightings, as their tails resemble those of mermaids.







    Machop
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    Machop
    Small Monstrous Humanoid
    Hit Dice: 4d8+4 (22 hp)
    Initiative: -1
    Speed: 20 ft.
    AC: 15 (+1 size, -1 Dex, +5 natural), touch 10, flat-footed 15
    Base Attack/Grapple: +4/+2
    Attack: 2 slams +6 melee (1d8+2)
    Full Attack: 2 slams +6 melee (1d8+2)
    Face/Reach: 5 ft./5 ft.
    Special Attacks: adamantine strike
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +2, Ref +3, Will +2
    Abilities: Str 14, Dex 8, Con 13, Int 10, Wis 7, Cha 7
    Skills: 14 skill points
    Feats: 2 feats
    Climate/Terrain: Underground
    Organization: Solitary or pair
    Challenge Rating: 3
    Treasure: None
    Alignment: Often chaotic neutral
    Advancement: 5-8 HD (Small); 9-12 HD (Medium)
    Level Adjustment: +?

    Adamantine Strike (Ex): A Machop's natural weapons are treated as adamantine for the purpose of overcoming damage reduction.

    Saving Throws: Machops suffer a -4 penalty on saving throws against psionic effects.
    Machop is a mountainous creature know to be found in mountain ranges working on increasing its strength by using boulders as barbells and also is known to train in all styles of martial arts. Usually solitary creatures, they prefer to not come into contact with humans. Easily spot able are the bulging muscles, which are adapted for constant use with improved methods of removing lactic acid from the body, and is average at 2 ft and 43 lbs. Many machop take on the challenge of becoming skilled in all forms of martial arts. They are also highly intelligent, which both assists them on the battle field. Generally friendly and calm, they are nonetheless unable to back down from a challenge


    Mackoke
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    Machoke
    Medium Monstrous Humanoid
    Hit dice: 4d8+16(24)
    Init:+1
    Speed: 30ft
    AC: 13 (+1Dex, +2Nat amr.)
    Attacks:melee/grapple: +11/+15
    Face/Reach: 5 ft. by 5 ft./0 ft.
    Damage: 1Slam(1D8+7)
    Special Attacks:
    Special Qualities: DR5/magic
    Saves: will +3, reflex +2 fortitude +9
    Abilities: Str 25, Dex 12, Con 19, Int 13, Wis 13, Cha 10
    Skills: jump tumble
    Feats: Power attack,improved grapple
    Climate/Terrain: mountain, foreboding area, can also be found in urban areas doing manual work
    Organization: solitary, also is assisting humans in manual labor
    CR:5
    Treasure: standard
    Alignment: neutral
    Advancement:
    Machoke is the evolved version of machop. Twice the size of machop, it is easily recognizable by the black shorts and belt. Its muscular body is so powerful, it must wear a power save belt to be able to regulate its motions. He looks the same as machop except for the red streaks on his arms that are in line with his bulging muscles. And speaking of strength, he has the ability to lift stones with only one finger.

    Last edited by black dragoon; 2008-09-13 at 11:15 AM.
    Spoiler
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

  3. - Top - End - #3
    Dwarf in the Playground
     
    Haruhi08's Avatar

    Join Date
    Sep 2008
    Location
    Somewhere
    Gender
    Female

    Default Re: Pokemon D20 a sister thread.

    List of TM's:

    • TM 01 - Mega Punch - Normal
    • TM 02 - Razor Wind - Flying
    • TM 03 - Swords Dance - Normal
    • TM 04 - Whirlwind -Flying
    • TM 05 - Mega Kick - Normal
    • TM 06 - Toxic - Poison
    • TM 07 - Horn Drill - Normal
    • TM 08 - Body Slam - Normal
    • TM 09 - Take-Down - Normal
    • TM 10 - Double-Edge - Normal
    • TM 11 - Bubble Beam - Water
    • TM 12 - Water Gun - Water
    • TM 13 - Ice Beam - Ice
    • TM 14 - Blizzard - Ice
    • TM 15 - Hyper Beam - Normal
    • TM 16 - Pay Day - Normal
    • TM 17 - Submission - Fighting
    • TM 18 - Counter - Fighting
    • TM 19 - Seismic Toss - Fighting
    • TM 20 - Rage - Normal
    • TM 21 - Mega Drain - Grass
    • TM 22 - Solarbeam - Grass
    • TM 23 - Dragon Rage - Dragon
    • TM 24 - Thunderbolt - Electric
    • TM 25 - Thunder - Electric
    • TM 26 - Earthquake - Ground
    • TM 27 - Fissure - Ground
    • TM 28 - Dig - Ground
    • TM 29 - Psychic - Psychic
    • TM 30 - Teleport - Psychic
    • TM 31 - Mimic - Normal
    • TM 32 - Double Team - Normal
    • TM 33 - Reflect - Psychic
    • TM 34 - Bide - Normal
    • TM 35 - Metronome - Normal
    • TM 36 - Self Destruct - Normal
    • TM 37 - Egg Bomb - Normal
    • TM 38 - Fire Blast - Fire
    • TM 39 - Swift - Normal
    • TM 40 - Skull Bash - Normal
    • TM 41 - Softboiled - Normal
    • TM 42 - Dream Eater - Psychic
    • TM 43 - Sky Attack - Flying
    • TM 44 - Rest - Normal
    • TM 45 - Thunder Wave - Electric
    • TM 46 - Psywave - Psychic
    • TM 47 - Explosion - Normal
    • TM 48 - Rock Slide - Rock
    • TM 49 - Tri Attack - Normal
    • TM 50 - Substitute - Normal

    List of HM's:

    • HM 01 - Cut - Normal
    • HM 02 - Fly - Flying
    • HM 03 - Surf - Water
    • HM 04 - Strength - Normal
    • HM 05 - Flash - Normal
    Last edited by Haruhi08; 2008-09-06 at 07:44 PM.

  4. - Top - End - #4
    Bugbear in the Playground
     
    black dragoon's Avatar

    Join Date
    Mar 2008
    Location
    Mo'ville
    Gender
    Male

    Default Re: Pokemon D20 a sister thread.

    And can I borrow your other format? It'd be much appreciated.
    Thank you!

    Pokemon
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    I take that back a little...
    Bulbasaur
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    Small Plant(reptile)
    Hitdice: 1d8+2 (6 hp)
    Init: +0 (+0 Dex)
    Speed: 20 ft.
    AC: 13 (+1 size, +2 natural)
    Attacks: +1 Slam
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam 1d6+0
    Special Attacks: Improved Grab
    Special Qualities: Plant
    Saves: Fort +4, Ref +0, Will +3
    Abilities: Str 11, Dex 10, Con 15, Int 7, Wis 12, Cha 12
    Skills: Hide +8*, Use Rope +6,survival+10
    Feats: Iron Will
    Climate/Terrain: Any land near rivers or ponds.
    Organization: Usually Solitary.
    CR: 1/2
    Treasure: None.
    Alignment: Often Neutral
    Advancement: 2-7 HD (small)
    Bulbasaur is a reptilian creature resembling a toad or dinosaur. Its most notable feature, though, is the bulb on its back, which grows from a seed planted on its back when it is born. The bulb is similar to Paras and Parasect's tochukaso mushrooms which are also planted at birth. However, Bulbasaur and its bulb share a symbiotic relationship rather than a parasitic one. Most Bulbasaur are domestic Pokémon, raised to be distributed as starters. As such, they are regarded as well-behaved Pokémon.


    Ivysaur
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    Medium Plant(reptile)
    Hitdice: 8d8+40 (76 hp)
    Init: +6 (+2 Dex, +4 Improved Initiative)
    Speed: 30 ft.
    AC: 16 (+4 natural, +2 Dex)
    Attacks: +9/+4 Slam, 2 Vine Whips +7
    Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. with vine whips)
    Damage: Slam d8+3, Vine Whips d6
    Special Attacks: Improved Grab
    Special Qualities: Plant traits
    Saves: Fort +11, Ref +4, Will +5
    Abilities: Str 17, Dex 14, Con 20, Int 9, Wis 12, Cha 12
    Skills: Hide +8*,Survival+6, sense motive+5, bluff +4
    Feats: Iron Will, Improved Initiative, Multiattack
    Climate/Terrain: Any land near rivers or ponds.
    Organization: Usually Solitary.
    CR: 5
    Treasure: Standard.
    Alignment: Often Neutral
    Advancement: 8-14 HD (medium)
    Ivysaur, like its un-evolved form Bulbasaur, resembles a toad or a dinosaur, though the patches in its skin make it look more like a dinosaur. It has lost the ability to stand on two legs since the bulb on its back has blossomed. After evolving from Bulbasaur, Ivysaur grows small fangs. When its plant is ready to bloom, it gives off a distinct aroma. Ivysaur will also start spending more time in sunlight in preparation for its upcoming evolution. Its plant is also an indicator of its overall health because when it grows, Ivysaur absorbs more nutrients.Being much more commonly found in captivity then in the wild, Ivysaur's natural behavior is still largely unknown, but it can be theorized that they are a bit more aggressive then Bulbasaur, although it is still very loyal to its trainer


    Venasaur
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    Large Plant
    Hitdice: 15d8+105 (172 hp)
    Init: +6 (+2 Dex, +4 Improved Initiative)
    Speed: 40 ft.
    AC: 22 (-1 size, +11 natural, +2 Dex)
    Attacks: +17/+12/+7 Slam, 4 Vine Whips +15
    Face/Reach: 5 ft. by 10 ft./5 ft. (15 ft. with vine whips)
    Damage: Slam 2d6+7, Vine Whips d8
    Special Attacks: Improved Grab,
    Special Qualities: Plant traits,
    Saves: Fort +16, Ref +7, Will +10
    Abilities: Str 25, Dex 14, Con 25, Int 9, Wis 16, Cha 12
    Skills: Hide +6*, Use Rope +14, Sense Motive+8, survival +5
    Feats: Iron Will, Improved Initiative, Multiattack
    Climate/Terrain: Any land near rivers or ponds.
    Organization: Usually Solitary.
    CR: 11
    Treasure: Standard.
    Alignment: Often Neutral
    Advancement: 16-28 HD (large), 29-32 HD (huge)
    Venusaur is considerably larger and heavier than both of its pre-evolution cousins, and as such it moves slower than the two. However, its special attacks are faster than ever, as the plant on its back has now reached its final stage and flowered. It is also able to charge at its enemies to gain speed, then perform moves such as Skull Bash and Body Slam with a force more powerful than a speeding armored truck. It also has an incredible leap for such a heavy Pokémon, and it's able to dodge attacks and jump across close rock formations. Its only downside is that its weight causes a small quake as it lands, which can break the platform its trying to land on, or cause it to get buried in mud or sand.Rarely in the wild, Venusaur usually lead the evolution rituals every year, away from human eyes. A trainer needs to be well-experienced when around Venusaur. They still have a loyalty streak, though this isn't much seen, since most Venusaur act as the trainer's bodyguard and is rarely abandoned, if ever. For some unknown reason, possibly of age, Venusaur are very solitary, even after being caught.



    Charmander
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    Tiny Dragon [Fire]
    Hitdice: d12+1 (7 hp)
    Init: +1 (+1 Dex)
    Speed: 20 ft.
    AC: 14 (+2 size, +1 Dex, +1 natural armor), Touch 13, Flat-footed 13
    Attacks: 2 Claws +4
    Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
    Damage: Claw d3+1
    Special Attacks:
    Special Qualities: Fire and Cold Resistance 10
    Saves: Fort +3, Ref +3, Will +2
    Abilities: Str 13, Dex 12, Con 13, Int 7, Wis 10, Cha 10
    Skills: Jump +2, Tumble +5
    Feats: Power Attack
    Climate/Terrain: Any Land and Underground
    Organization: Usually Solitary
    CR: 1/2
    Treasure: Double Standard
    Alignment: Often Chaotic Neutral.
    Advancement: HD 2-4 (Tiny)

    Charmander is a reptilian creature resembling a bipedal salamander with some dinosaur qualities. Its most notable feature is the flame burning on the tip of its tail, which is there even at birth. It is said that if this flame goes out, the Pokémon dies.It could perhaps be distantly related to some Dragon-type Pokémon, and also Magmar, due to both Pokémon possessing a flame at the tips of their tails, but Charmander seems to only be closely related to its evolutions. Charmander is easily the most mild-mannered of its evolution line. Its health and emotions can be easily read by paying attention to the flame on the tip of its tail. For example, if the flame grows suddenly, the Charmander is probably angered, and perhaps even using a Rage attack. It is scarce in the wild. Most are domestic Pokémon, raised to be distributed as starters.harmander is rarely found in the wild. Sometimes they can gather in extremely hot areas, such as active volcanoes. They can also thrive in craggy mountains. They also dwell in rocky-heated Crags and caves along the coast of the Sevii Islands.Their final evolution, Charizard, also inhabits the Charicific Valley or near mountain chains. However they are found far more often in the ownership of trainers.


    Charmeleon
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    Small Dragon [Fire]
    Hitdice: 6d12+12 (51 hp)
    Init: +1 (+1 Dex)
    Speed: 20 ft.
    AC: 18 (+1 size, +6 natural, +1 Dex) Touch 12, Flat-footed 17
    Attacks: 2 Claws +5, Bite +10
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Claws d4+1, Bite d6+3
    Special Attacks:
    Special Qualities: Fire and Cold Resistance 15
    Saves: Fort +7, Ref +6, Will +5
    Abilities: Str 17, Dex 12, Con 15, Int 10, Wis 9, Cha 10
    Skills: Jump +9, Tumble +10, Spot +9, Listen +9, Concentration +5
    Feats: Power Attack, Improved Bullrush
    Climate/Terrain: Any Land and Underground
    Organization: Usually Solitary
    CR: 5
    Treasure: Double Standard
    Alignment: Often Chaotic
    Advancement: HD 7-9 HD (Small), 10-12 HD (Medium)
    Charmeleon is a bipedal, reptilian creature similar to Charmander. It has crimson scales that are much darker than that of the bright red Charmander. Once again it has a tail with the tip burning with fire, a trait seen in many Fire-type Pokémon, especially the Charmander evolutionary line. At this point in time its skull has developed a horn-like protrusion to the rear. Its front and back claws are far sharper and longer than Charmander. Charmeleon tend to be stubborn, bad-tempered and simply hot-headed. Due to their incredible power at such low level they can easily feel they are better than their trainers and will sometimes even disregard attack commands, although when tame they are a formidable opponent and a loyal partner. Charmeleon are rare in the wild, but thrive in harsh environments such as craggy mountains and active volcanoes; other environments where Charmeleon dwell in large numbers include abandoned mines and heated valleys.


    Charizard
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    Large Dragon [Fire]
    Hitdice: 13d12+39 (123 hp)
    Init: +0 (+0 Dex)
    Speed: 40 ft, Fly 150 ft. (poor).
    AC: 22 (-1 size, +13 natural) Touch 9, Flat-footed 22
    Attacks: 2 Claws +14, 2 Wings +14, Tail Slap +14, Bite +19
    Face/Reach: 5 ft. by 5 ft./10 ft.
    Damage: Wings 1d6, Claws 1d8+3, tail slap 1d8+10, bite 2d6+7
    Special Attacks:
    Special Qualities: Fire and Cold Resistance 20
    Saves: Fort +11, Ref +8, Will +8
    Abilities: Str 25, Dex 10, Con 17, Int 9, Wis 10, Cha 10
    Skills: Jump +20, Tumble +9, Spot +16, Listen +16, Concentration +11, Bluff +16
    Feats: Power Attack, Improved Bullrush, Improved Overrun.
    Climate/Terrain: Any Land and Underground
    Organization: Solitary
    CR: 11
    Treasure: Double Standard
    Alignment: Often Chaotic
    Advancement: HD 14-20 (Large)
    Unlike its pre-evolution cousins, it has powerful wings that can allow it to fly at blinding speeds, although the faster it flies, the more strain is put on the Pokémon, and it must rest for a good while after doing so. It is also more vulnerable to attacks the more outspread its wings are, so its newfound flying ability should be treated with as much care as a flying Pokémon. It has a considerably higher defense than its cousins, though as noted before caution should be used about its wings, which have little defense. Its physical strength now matches the strength of its fire attacks, and it can withstand mid-high altitude pressure, allowing it to fly above mountains, and can even withstand the high pressure and extreme heat of volcanoes. Generally, a Charizard will be competitive. It loves to battle and spend a great amount of time training or looking for opponents. Its competitive spirit is also noteworthy, since it will never spit flames at a weaker foe. When it gets very angered, the flames on its tail become a blueish-white color. It spits fire that is hot enough to melt boulders. It is known to have unintentionally caused massive forest fires. The more experienced a Charizard, the more intense its tail flame and breath are.



    Caterpie
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    Tiny Vermin
    Hitdice: d8 (4 hp)
    Init: +0 (+0 Dex)
    Speed: 20 ft., climb 10 ft.
    AC: 14 (+2 size, +2 natural), Touch 12, Flat-footed 14
    Attacks: Slam +2
    Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
    Damage: Slam 1d3-1
    Special Attacks:
    Special Qualities:
    Saves: Fort +2, Ref +0, Will +0
    Abilities: Str 8, Dex 11, Con 11, Int -, Wis 10, Cha 12
    Skills: Climb +12, Move Silently +6
    Feats: Weapon Finesse Slam
    Climate/Terrain: forests and plains
    Organization: Solitary, pack (3-5), or swarm (100 or more)
    CR: 1/4
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 2-4 (Tiny), 5-6 (small)
    Caterpie resembles a green caterpillar with yellow ring-shaped markings down its body. Its most notable characteristic is the bright orange antennae on its head. These and the large eye-shaped markings help to startle predators. It shares many characteristics with other larval Pokémon. Caterpie grow very quickly, and need to eat voraciously in order to meet their energy requirements. They have various adaptations which permit them to safely devour plant material, including an antennae that releases a horrible smell. It will shed its skin many times before finally cocooning itself in thick silk. While some Trainers are disgusted by the idea of Bug-type Pokémon, they are ideal targets for new Trainers as they are fairly weak in the wild and evolve into their final forms at a low level.


    Metapod
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    Small Vermin
    Hitdice: 5d8+10 (32 hp)
    Init: -1 (-1 Dex)
    Speed: 5ft., Climb 5ft.
    AC: 20 (+1 size, +10 natural, -1 Dex), Touch 10, Flat-footed 20
    Attacks: Slam +3
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam 1d4-1
    Special Attacks:
    Special Qualities:
    Saves: Fort +6, Ref +0, Will +1
    Abilities: Str 8, Dex 9, Con 15, Int -, Wis 10, Cha 12
    Skills: Climb +12, Move Silently +5
    Feats:
    Climate/Terrain: forests and plains
    Organization: Solitary.
    CR: 1
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 6-9 (small)
    While Metapod is classified as a cocoon Pokémon, it bears more resemblance to a chrysalis. Its soft body is protected by a hard outer shell while it undergoes metamorphosis. While this shell is said to be as hard as steel, a large sudden impact could cause its vulnerable body to pop out, leaving it completely exposed. It shares many physiological and behavioral characteristics with Kakuna, suggesting that they may have a distant relationship. In order to conserve as much energy as possible, Metapod generally remain motionless. They can be very difficult to spot in the wild, because their green coloration helps them blend in with the tree-top canopies. If it is discovered by an enemy it is unable to do anything other than harden its outer shell. While this is enough to deter most predators it does not offer complete protection, as the Metapod's insides still remain soft and vulnerable. Its second line of defense is to drop of the trees using String Shot. Because of its vulnerability, Metapod evolve rapidly into their final evolutionary stage.


    Butterfree
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    Small Magical Beast
    Hitdice: 10d10+10 (65 hp)
    Init: +7 (+3 Dex, +4 Improved Initiative)
    Speed: 20 ft., climb 10 ft., fly 80 ft. (perfect)
    AC: 18 (+1 size, +4 natural, +3 Dex), Touch 14, Flat-footed 15
    Attacks: Slam +3
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam 1d4+0
    Special Attacks:
    Special Qualities: SR 10
    Saves: Fort +8, Ref +10, Will +9
    Abilities: Str 10, Dex 17, Con 13, Int 12, Wis 14, Cha 18
    Skills: Escape Artist +11, Move Silently +11, Climb +7,Survival+12
    Feats: Weapon Finesse Slam, Ability Focus: , Improved Initiative, Iron Will
    Climate/Terrain: forests and plains
    Organization: Solitary or Swarm (100 or more)
    CR: 7
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 11-15 (Small), 16-20 (Medium)
    Butterfree resembles a vaguely anthropomorphic butterfly. Unlike true insects, it only has four legs, which are a pale blue color. It has a nose-like structure which is a similar color. Its body’s coloration is a darker purple-blue. It has large veined wings which are white with black markings, in very rare cases individuals may be born with pinkish coloration. The markings can help distinguish male and female individuals. It has large compound eyes which tend to be a reddish color. Like members of the order Lepidoptera, Butterfree’s wings are covered in fine scales. Its legs are covered in fine hairs which aid in the collection of honey. Butterfree spends most of its time foraging for nectar and pollen from flowers. In the wild they need to eat constantly. Special adaptations such as waterproofing on their wings, and tiny hairs on their legs let them gather food even in the rain. Butterfree will roam up to six miles from their nest in search of honey. During breeding season, Butterfree take to the air en-masse. Female Butterfree generally choose their mates on the basis of performed aerial aerobics, however other factors may come into play. In order to mate, male Butterfree appeal to a female Butterfree they wish to mate with by performing the courtship dance. If the female is receptive she will also reciprocate by joining in performing the courtship dance to the other male Butterfree as he also continues to "dance".



    Vulpix
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    Vulpix
    Small Magical Beast [Fire]
    HD 1d10 (5.5)
    Speed 40 ft. (8 squares); Burrow 20 ft.
    Init: +1
    AC 11 (+1 Dex); touch 11; flat-footed 10
    BAB -1; Grp -5
    Attack Bite -1 Melee; (1d4-2)
    Full-Attack Bite -1 Melee; (1d4-2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks:
    Special Qualities Magical Beast traits
    Saves Fort +2 Ref +3 Will +3
    Abilities Str 7, Dex 13, Con 10, Int 12, Wis 16, Cha 13
    Skills Autohypnosis +7, Sense Motive +7, Survival +7
    Feats Ability Focus (Ember)
    Environment Grassy plains, forests.
    Organization Solitary, Pack (3-6)
    Challenge Rating 2
    Treasure None
    Alignment Usually True Neutral
    Advancement 2-12 HD (Small)
    Level Adjustment -

    This cute-looking, reddish-brown fox has three curly tails and deep brown eyes that seem to endlessly swirl.





    Shellder
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    Tiny Magical Beast [Aquatic]
    Hitdice: 3d10+9 (25 hp)
    Init: +0 (+0 Dex)
    Speed: 20 ft., Swim 30 ft.
    AC: 21 (+2 size, +9 natural), Touch 12, Flat-footed 19
    Attacks: Slam +3 melee
    Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
    Damage: Slam d3-3
    Special Attacks: Clamp
    Special Qualities: Withdraw
    Saves: Fort +6, Ref +3, Will -1
    Abilities: Str 5, Dex 10, Con 17, Int 8, Wis 7, Cha 16
    Skills: Bluff +9, Diplomacy +9, Swim +11, Use Rope +2
    Feats: Weapon Focus: Slam
    Climate/Terrain: Any Aquatic.
    Organization: Solitary or flock (2-12 Shellders).
    CR: 2
    Treasure: Double booty.
    Alignment: Usually Neutral
    Advancement: 4-5 HD (tiny), 6-9 HD (small)
    is a cheeky bivalve (oyster or clam) Pokémon; it constantly pokes its tongue out at anybody, whether friend or foe. It will also spit on foes. This tends to antagonize enemies into a rage. Its shell is very strong, apparently harder than a diamond, though only made of a single, smooth layer. Shellder becomes vulnerable when the enemy can attack its insides. Shellder are incapable of travel on land, unless in a Poké Ball.



    Cloyster
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    Cloyster
    Medium Magical Beast [Aquatic, Cold]
    Hitdice: 12d10+84 (150 hp)
    Init: +0 (+0 Dex)
    Speed: Swim 30 ft., flight 30 ft. (perfect)
    AC: 32 (+22 natural), Touch 10, Flat-footed 32
    Attacks: Slam +14 melee; or 2-5 Spikes +12 ranged
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam d6+2 or Spikes d4+2
    Special Attacks:
    Special Qualities: DR 10/+5, immune to cold.
    Saves: Fort +15, Ref +8, Will +6
    Abilities: Str 15, Dex 10, Con 25, Int 10, Wis 11, Cha 20
    Skills: Bluff +15, Diplomacy +15, Swim +16, Listen +5, Use Rope +2
    Feats: Weapon Focus: Slam, Iron Will, Expertise, Improved Disarm, Choke
    Hold [b]
    Climate/Terrain: Any Aquatic.
    Organization: Usually Solitary
    CR: 9
    Treasure: Standard treasure
    Alignment: Usually Neutral
    Advancement: 13-18 HD (medium), 19-25 HD (large)
    bivalve Pokémon, guarded by an extremely strong, multi-layered shell. This shells cannot be opened even by those with superior strength, and they cannot be damaged even by a bomb. Nobody has seen their dark innards, which are Cloyster's weak spot as they are very soft and vulnerable. They launch thick, powerful spikes at enemies in battle, as well as to capture prey. These spikes are even stronger than their shell. Cloyster can also crush prey by clamping their thick shell and shutting it upon them. When being attacked, they simply shut their shells to avoid further damage. To travel through water, they swim by swallowing water and jetting it out opposite to the direction they want to move.



    Slowpoke
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    Medium Aberration [Psionic, Aquatic]
    Hitdice: 2d8+4 (13 hp)
    Init: -5 (-5 Dex)
    Speed: 5 ft., swim 5 ft.
    AC: 7 (-5 dexterity, +2 natural), Touch 5, Flat-footed 7
    Attacks: Slams +3
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam d3+2
    Special Attacks: Psionics
    Special Qualities: Always Surprised, Immune to Pain, Fire Resistance 5
    Saves: Fort +1, Ref -5, Will +3
    Abilities: Str 14, Dex 1, Con 13, Int 5, Wis 10, Cha 14
    Skills: Profession: Fishing +6, Swim +15
    Feats: Toughness
    Climate/Terrain: Any marsh, river or underground.
    Organization: Usually solitary
    CR: 1/2
    Treasure: Standard.
    Alignment: Usually Neutral
    Advancement: 3-6 HD (medium)

    Slowpokes do not feel pain, and are usually unresponsive to danger.
    They resemble hippos with long, thick tails. The fur of a Slowpoke is
    usually pink, with tufts of white on the face and the tip of the tail.

    The tail of a Slowpoke constantly seeps out a viscous fluid that tastes
    very good to most living creatures. Slowpokes move very slowly on land
    or in the water, and are sometimes hunted for their delicious tail.
    Slowpokes spend most of their time by the water's edge using their tail to
    fish. It is difficult to determine whether or not they are ever asleep.

    Combat:

    Slowpokes rarely notice combat, and take a long time to engage a
    threat. Once they finally get around to responding to danger they usually
    attempt to cloud the minds of opposition.

    Always Surprised (Ex): Even if a Slowpoke notices a threat, it reacts
    so slowly that it cannot act during a surprise round.

    Immune to Pain (Ex): Slowpokes do not react in any way to pain. Spells
    and effects that are pain based (such as a symbol of pain) do not
    effect them.



    Slowbro
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    Slowbro
    Medium Aberration [Psionic, Aquatic]
    Hitdice: 6d8+18 (45 hp)
    Init: -4 (-4 Dex)
    Speed: 10 ft., swim 10 ft.
    AC: 11 (-4 dexterity, +5 natural), Touch 6, Flat-footed 11
    Attacks: Slams +7
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam d3+3
    Special Attacks: Psionics
    Special Qualities: Always Surprised, Immune to Pain, Fire Resistance 5
    Saves: Fort +4, Ref -2, Will +7
    Abilities: Str 16, Dex 2, Con 15, Int 7, Wis 15, Cha 16
    Skills: Profession: Fishing +11, Swim +20, Bluff +9
    Feats: Toughness, Resist Poison
    Climate/Terrain: Any marsh, river or underground.
    Organization: Usually solitary
    CR: 3
    Treasure: Standard.
    Alignment: Usually Neutral
    Advancement: 7-10 HD (medium), 11-18 HD (large)
    Slowbro are physically slightly different Slowpoke, with a Shellder latched to its tail on a symbiotic, almost parasitic relationship with the Slowbro. The extra weight on its tail turned the Slowpoke bipedal. As a result of carrying this burden, its special abilities were developed greatly. Through the symbiotic relationship, the latched Shellder grows in a spiral shell instead of a bivalve.



    Venonat
    Spoiler
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    Venonat
    Small Vermin
    Hitdice: 3d8 (9 hp)
    Init: +4 (+4 Dex)
    Speed: 15 ft., Climb 10 ft.
    AC: 16 (+1 size, +1 natural, +4 Dex), Touch 15, Flat-footed 12
    Attacks: Slam +7
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam d3-1
    Special Attacks:
    Special Qualities: Vermin Traits
    Saves: Fort +3, Ref +5, Will +4
    Abilities: Str 8, Dex 19, Con 11, Int 5, Wis 16, Cha 4
    Skills: Move Silently +9, Spot +15, Climb +12
    Feats: Weapon Finesse Slam
    Climate/Terrain: Forests and plains.
    Organization: Usually Solitary
    CR: 2
    Treasure: 1/2 Standard.
    Alignment: Usually Neutral
    Advancement: 4-7 HD (small)
    Commonly considered a pest in many urban areas the poisonous Venonat is the precursor to the sought after Venomoth. Venonats are squat round creatures covered in puffy violet fur to purple fur. Two rather large feet allow it hop and flee from many common predators and it's large bright red compound eyes give it excellent night vision. A common tactic to ward off venonats is the use of fires and torches both of which cause the creature to flee thinking it to be a fire pokemon.



    Venomoth
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    Venomoth
    Medium Magical Beast
    Hitdice: 11d10 (60 hp)
    Init: +8 (+4 Dex. +4 Improved Initiative)
    Speed: 10 ft., Fly 90 ft. (good)
    AC: 16 (+2 natural, +4 Dex), Touch 14, Flat-footed 12
    Attacks: Slam +15
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam d4+1
    Special Attacks:
    Special Qualities:
    Saves: Fort +7, Ref +11, Will +7
    Abilities: Str 12, Dex 19, Con 11, Int 9, Wis 18, Cha 4
    Skills: Move Silently +13, Spot +24, Climb +6, Hide +7
    Feats: Ability Focus(fill in the blank), Wingover, Flyby Attack
    Climate/Terrain: Any Forests and Underground.
    Organization: Usually Solitary
    CR: 8
    Treasure: Standard.
    Alignment: Usually Neutral
    Advancement: 12-20 HD (Medium)
    The poison moth pokemon. These evolved venonats are much sought after by both trainers and coordinators for various reasons. The venomoth's wings shed a constant mild paralytic that can be used in both combat and as a form of medicine. Venomoths are nocturnal and share the natural fear of fire found in many bug-type pokemon.



    Rattata
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    Tiny Beast
    Hitdice: 1/2d10 (2 hp)
    Init: +4 (+4 Dex)
    Speed: 15 ft., climb 15 ft.
    AC: 16 (+2 size, +4 Dex), Touch 16, Flat-footed 12
    Attacks: Bite +6
    Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
    Damage: Bite d3-4 plus sneak attack
    Special Attacks: Tail Whip, Sneak Attack
    Special Qualities:
    Saves: Fort +0, Ref +4, Will +1
    Abilities: Str 2, Dex 19, Con 10, Int 5, Wis 13, Cha 8
    Skills: Balance +15, Climb +15, Bluff +6, Hide +19, Move Silently +11
    Feats: Weapon Finesse Bite
    Climate/Terrain: any wilderness
    Organization: swarm (10-100)
    CR: 1/4
    Treasure: Standard.
    Alignment: Often Neutral
    Advancement: HD 2-4 (Tiny), 5-6 (small)
    A rodent type pokemon Rattata have a unique purple pigementation. Rattata have a fast metabolism. As a result, it spends most of its fast-paced life looking for food. Thanks to their sharp fangs, they are able to eat nearly anything. However, because they constantly need to chew on hard material to keep their teeth at a manageable length, it is hard to tell if they are actually eating something, or merely gnawing on it. When they are threatened, Rattata can deliver a powerful bite. In addition to its highly unspecialized diet, Rattata will also build their nests virtually anywhere. They are a common sight in many places, and can become a nuisance due to their rapid reproductive rate. It is said that for every one Rattata, forty other are hidden somewhere. Most young Trainers will train Rattata due to their easy accessibility.
    A rattata recieves a +4 racial bonus to hide and move silently
    checks and a +8 racial bonus on balance checks. It uses its Dexterity
    modifier for climb checks.


    Raticate
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    Raticate
    Small Magical Beast
    Hitdice: 7d10 (38 hp)
    Init: +3 (+3 Dex)
    Speed: 30 ft., climb 30 ft.
    AC: 17 (+1 size, +3 natural, +3 Dex), Touch 14, Flat-footed 14
    Attacks: Bite +11
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Bite d4+3 (17-20 threat, x3 crit),
    Special Attacks:
    Special Qualities:
    Saves: Fort +5, Ref +10, Will +2
    Abilities: Str 15, Dex 17, Con 10, Int 9, Wis 11, Cha 12
    Skills: Balance +22, Climb +14, Bluff +10, Hide +18, Move Silently +13
    Feats: Weapon Finesse Bite, Improved Critical Bite, Lightning Reflexes
    Climate/Terrain: any wilderness
    Organization: Solitary or pair.
    CR: 6
    Treasure: Standard.
    Alignment: Often Neutral
    Advancement: HD 8-12 (small), 13-17 (medium)
    The evolved form of rattata these larger more aggressive versions of the rattata have been for many years considered a nuisance. They are known to eat nearly anything edible and have been commonly seen raiding trachcans in cities searching for food.



    Weedle
    Spoiler
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    Weedle
    Tiny Vermin
    Hitdice: d8 (4 hp)
    Init: +0 (+0 Dex)
    Speed: 20 ft., climb 10 ft.
    AC: 14 (+2 size, +2 natural), Touch 12, Flat-footed 14
    Attacks: Gore +2
    Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
    Damage: Gore 1d3-1
    Special Attacks:
    Special Qualities:
    Saves: Fort +2, Ref +0, Will +0
    Abilities: Str 9, Dex 11, Con 10, Int -, Wis 10, Cha 8
    Skills: Climb +12, Move Silently +6
    Feats: Weapon Finesse Gore
    Climate/Terrain: forests and plains
    Organization: Solitary, pack (3-5), or swarm (100 or more)



    CR: 1/3
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 2-4 (Tiny), 5-6 (small)
    Weedle is a small, yellow caterpillar Pokémon with a segmented body. Weedle has little pink feet and a pink, round nose. Weedle has a stinger on both its tail and head.


    Kakuna
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    Kakuna
    Small Vermin
    Hitdice: 5d8+10 (32 hp)
    Init: -1 (-1 Dex)
    Speed: 10 ft., Climb 10 ft.
    AC: 20 (+1 size, +10 natural, -1 Dex), Touch 10, Flat-footed 20
    Attacks: Slam +3
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam d4-1
    Special Attacks:
    Special Qualities:
    Saves: Fort +6, Ref +0, Will +1
    Abilities: Str 9, Dex 9, Con 14, Int -, Wis 10, Cha 8
    Skills: Climb +12, Move Silently +5
    Feats:
    Climate/Terrain: forests and plains
    Organization: Solitary.
    CR: 1
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 6-9 (small)
    Kakunas are an in-between stage of beedrill and weedle. Kakunas are
    incompletely formed and and barely move.


    Beedrill
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    Beedrill
    Small Magical Beast
    Hitdice: 10d10+10 (65 hp)
    Init: +8 (+4 Dex, +4 Improved Initiative)
    Speed: 20 ft., climb 10 ft., fly 80 ft. (perfect)
    AC: 19 (+1 size, +4 natural, +4 Dex), Touch 15, Flat-footed 15
    Attacks: 2 Needles +13, Stinger +15
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: 2Needle 1d4-1 and , Stinger 1d6-1
    Special Attacks:
    Special Qualities: SR 15, Rage, haste
    Saves: Fort +8, Ref +11, Will +5
    Abilities: Str 9, Dex 18, Con 12, Int 15, Wis 14, Cha 15
    Skills: Escape Artist +14, Tumble +14, Climb +9, Move Silently +14
    Feats: Weapon Finesse Stinger, Weapon Finesse Needle, Improved
    Initiative, Extra Rage, Multiattack, Flyby Attack
    Climate/Terrain: forests and plains
    Organization: Solitary or Swarm (100 or more)
    CR: 7
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 11-15 (Small), 16-20 (Medium)
    Beedrill resemble large bees with conical spikes on the ends of two of
    their arms. Beedrills are poisonous, dangerous, and filled with a fury
    that is incomprehensible. Beedrills usually congregate in hives which
    are hidden in trees. However, sometimes a Beedrill will go out on long
    journeys by itself looking for sources of food.
    Beedrills are more intelligent than their previous forms, and unless
    they freak out, can be reasoned with. Smaller than a man, Beedrills are
    none-the-less feared for their 3 poisonous barbs and foul disposition.



    Zubat
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    Zubat
    Small Magical Beast
    Hitdice: 1d10-1 (4 hp)
    Init: +3 (+3 Dex)
    Speed: 5 ft., fly 90 ft. (good)
    AC: 14 (+1 size, +3 Dex), Touch 14, Flat-footed 11
    Attacks: Bite +5
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Bite 1d3+3
    Special Attacks:
    Special Qualities: Blindsight 120 ft.
    Saves: Fort +1, Ref +5, Will +1
    Abilities: Str 4, Dex 17, Con 8, Int 7, Wis 12, Cha 15
    Skills: Listen +13, Move Silently +7, Tumble +7, Hide +9
    Feats: Weapon Finesse Bite, Flyby Attack
    Climate/Terrain: Underground.
    Organization: Solitary or Swarm (100+ Zubats plus 1-20 Golbats)
    CR: 1/2
    Treasure: 1/2 standard.
    Alignment: Usually Neutral.
    Advancement: 2-4 HD (Tiny)
    Zubat is a small, blue bat-like Pokémon. It has two long, skinny tails. Zubat's face lacks any eyes and a nose. The insides of Zubat's ears and undersides of its wings are purple.


    Golbat
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    Golbat
    Medium Magical Beast
    Hitdice: 5d10-5 (22 hp)
    Init: +3 (+3 Dex)
    Speed: 5 ft., fly 120 ft. (good)
    AC: 13 (+3 Dex), Touch 13, Flat-footed 10
    Attacks: Bite +8
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Bite 2d4-1
    Special Attacks:
    Special Qualities: Blindsight 120 ft.,Damage Reduction 5/+2
    Saves: Fort +5, Ref +4, Will +4
    Abilities: Str 8, Dex 17, Con 8, Int 9, Wis 14, Cha 17
    Skills: Listen +18, Move Silently +8, Tumble +8, Hide +7
    Feats: Weapon Finesse Bite, Flyby Attack, Expertise
    Climate/Terrain: Underground
    Organization: Solitary or Swarm (100+ Zubats plus 1-20 Golbats)
    CR: 4
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: 6-9 HD (Medium)
    The larger evolved form of Zubat this pokemon develops a rather impressive jaw and a functional set of eyes, though primarily still relies upon sonar.Golbat has a large mouth with four fangs. It now has a small pair of white eyes. Golbat has short pair of legs and the same coloring as Zubat.



    Spearow
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    Spearow
    Tiny Magical Beast
    Hitdice: d10+1 (6 hp)
    Init: +2 (+2 Dex)
    Speed: 20 ft., fly 40 ft. (poor)
    AC: 15 (+2 size, +1 natural, +2 Dex), Touch 14, Flat-footed 13
    Attacks: Bite +4
    Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
    Damage: Slam d3-2
    Special Attacks:
    Special Qualities:
    Saves: Fort +3, Ref +3, Will +1
    Abilities: Str 7, Dex 12, Con 12, Int 5, Wis 12, Cha 13
    Skills: Wilderness Lore +6, Intimidate +6
    Feats: Weapon Finesse Bite, Ability Focus:
    Climate/Terrain: any wilderness
    Organization: Solitary or pair
    CR: 1
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 2-4 (Tiny), 5-6 (small)
    This brown avian is very small. It has rough plumage. It has the beak shape similar to that of raptors. Spearow has three-taloned, light pink feet. Its wings are a pinkish-red.


    Fearow
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    Fearow
    Medium Magical Beast
    Hitdice: 12d10+36 (102 hp)
    Init: +8 (+4 Dex, +4 Improved Initiative)
    Speed: 20 ft., fly 80ft. (good)
    AC: 20 (+6 natural, +4 Dex), Touch 14, Flat-footed 16
    Attacks: Bite +16
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: d8+3
    Special Attacks:
    Special Qualities: DR 10/+1,
    Saves: Fort +11, Ref +12, Will +8
    Abilities: Str 15, Dex 18, Con 16, Int 11, Wis 14, Cha 19
    Skills: Wilderness Lore +7, Intimidate +15, Hide +15, Listen +8
    Feats: Weapon Finesse Bite, Ability Focus , Greater Ability Focus
    , Death Blow, Iron Will
    Climate/Terrain: any wilderness
    Organization: Solitary or Pair
    CR: 9
    Treasure: Standard.
    Alignment: Often Neutral
    Advancement: HD 13-18 (Medium), 19-24 (Large)
    Fearow is a large cormorant-like bird with a vulture-like neck. It has a large pointed beak and a red crown like line of spikes upon its head. Fearow builds its nest on highly elevated areas; they are commonly seen on the peaks of rock spires near canyons. Very tall trees can make a useful substitute for their nests. They are highly territorial and quick to anger, often attacking those who tread too near to their nests.



    Pidgey
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    Tiny Beast
    Hitdice: d10 (5 hp)
    Init: +1 (+1 Dex)
    Speed: 20 ft., fly 40 ft. (average)
    AC: 14 (+2 size, +1 natural, +1 Dex), Touch 13, Flat-footed 13
    Attacks: Slam +2
    Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
    Damage: Slam d3-3
    Special Attacks:
    Special Qualities:
    Saves: Fort +2, Ref +3, Will +1
    Abilities: Str 5, Dex 12, Con 10, Int 5, Wis 12, Cha 13
    Skills: Spot +6, Listen +6
    Feats: Weapon Finesse Slam
    Climate/Terrain: any wilderness
    Organization: Solitary or pair
    CR: 1/2
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 2-4 (Tiny), 5-6 (small)
    Pidgey resembles a small, plump-bodied bird. It is a brown color, with a lighter colored throat and belly. The tips of its wings share this cream color. Both its feet and beak are a pinkish-gray color. Its plumage is fairly nondescript, particularly compared to its evolutions Pidgeotto and Pidgeot. It has black markings around its eyes and a small crest of brown and cream feathers above its eyes.Pidgey are very common and can be seen in a variety of environments. It is a docile Pokémon, and generally prefers to flee from its enemies rather than fight them. Pidgey's small size permits it to easily hide in long grass, where it is typically found foraging for small insects. It is known to flush out potential prey from long grass by flapping its wings rapidly. This maneuver also serves to protect Pidgey from enemies. If disturbed, a Pidgey is capable of sending a blinding cloud of dust into the air, permitting it to make its escape. This evasive technique can also be applied to battles. While Pidgey generally do not like to fight, they have been known to strike with surprising fierceness when they are cornered. While Pidgey make ideal targets for young trainers, due to their temperaments, it is not unheard of for novice trainers to be seriously injured by a panicked Pidgey.


    Pidgeotto
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    Pidgeotto
    Small Beast
    Hitdice: 7d10 (38 hp)
    Init: +3 (+3 Dex)
    Speed: 20 ft., Fly 120 ft. (good)
    AC: 17 (+1 size, +3 natural, +3 Dex), Touch 14, Flat-footed 14
    Attacks: Bite +9
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Bite d4-1
    Special Attacks:
    Special Qualities: Improved Flight
    Saves: Fort +5, Ref +8, Will +3
    Abilities: Str 9, Dex 16, Con 10, Int 9, Wis 12, Cha 13
    Skills: Spot +6, Listen +6, Intimidate +6
    Feats: Weapon Finesse Bite
    Climate/Terrain: any wilderness
    Organization: Solitary or pair.
    CR: 5
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 8-12 (small), 13-17 (medium)
    Pidgeotto is a large raptor-like bird. While its primary color is brown, its plumage is much more elaborate than its pre-evolution Pidgey. Its head-crest is much longer that Pidgey's and is a reddish color. The plumage of its tail is also quite colorful, alternating between red and yellow. Other than its ornamental plumage, its basic coloration is similar to Pidgey, with pinkish-gray feet and black markings around its eye. Pidgeotto has powerful talons to grasp prey so these claws can inflict a lot of damage.


    Pidgeot
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    Pidgeot
    Medium Magical Beast
    Hitdice: 16d10+16 (104 hp)
    Init: +8 (+4 Dex, +4 Improved Initiative)
    Speed: 20 ft., climb 10 ft., fly 250 ft. (good)
    AC: 29 (+1 size, +6 natural, +5 Dex, +7 Special), Touch 23, Flat-footed
    24
    Attacks: Claws +21
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: 2d4+3
    Special Attacks:
    Special Qualities: DR 5/+1
    Saves: Fort +8, Ref +11, Will +5
    Abilities: Str 15, Dex 20, Con 12, Int 13, Wis 16, Cha 15
    Skills: Spot +22, Listen +8, Intimidate +7, Jump +14
    Feats: Weapon Finesse Claws, Snatch, Dodge, Mobility, Flyby Attack,
    Improved Flyby Attack, Wingover
    Climate/Terrain: any wilderness
    Organization: Solitary or Pair
    CR: 11
    Treasure: Standard.
    Alignment: Always Neutral
    Advancement: HD 17-24 (Medium), 25-32 (Large)
    Pidgeot bares striking resemblance to Pidgeotto; however, Pidgeot is noticeably larger than is pre-evolution. Its plumage tends to be larger and glossier. The feathers on its head-crest are nearly as long as its body, and are yellow and red. Its tail feathers are red colored. Like its previous evolutions, its underbelly is a tan color, and it has black markings around its eyes.



    Onix
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    Onix
    Huge Elemental [Earth]
    Hitdice: 16d8+112 (184 hp)
    Init: +0 (+0 Dex)
    Speed: 35ft./ Burrow 30ft.
    AC: 28(-2 size, + 20natural), Touch 8, Flat-footed 28
    Base Attack/Grapple: +12/+32
    Attacks: Bite +22 melee
    Face/Reach: 15 ft. (coiled)/10 ft.
    Damage: Bite 2d8+18
    Special Attacks: Screech, Crush
    Special Qualities: DR 10/+1, Tremorsense 60 ft., Fire
    Resistance 20
    Saves: Fort +17, Ref +5, Will +4
    Abilities: Str 35, Dex 10, Con 25, Int 6, Wis 9, Cha 10
    Feats: Endurance, Diehard, Power Attack, Cleave, Improved Bullrush
    Skills: Listen +18
    Climate/Terrain: Underground.
    Organization: Usually solitary
    CR: 8
    Treasure: Standard.
    Alignment: Usually Neutral
    Advancement: 17-24 HD (Huge), 25-35 (Gargantuan)
    The body of an Onix is covered with black stones that have endured so
    much pressure that they are as hard as diamond. Resembling a tremendous
    stone serpent, Onix tunnel through the earth as easily as they traverse
    the surface. An Onix burrows so quickly and efficiently, that some
    creatures make their homes entirely in the cave complexes that an Onix
    leaves in its wake.



    Poliwag
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    Poliwag
    Small Aberration [Water]
    Hitdice: 1d8 (4 hp)
    Init: +5 (+5 Dex)
    Speed: 10 ft. (cannot run), swim 30 ft.
    AC: 16 (+1 size, +5 Dex), Touch 16, Flat-footed 11
    Attacks: tackle(1D2-1)
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: (1D2-1)
    Special Attacks:
    Special Qualities:
    Saves: Fort +0, Ref +5, Will +2
    Abilities: Str 3, Dex 20, Con 11, Int 4, Wis 11, Cha 12
    Skills: Hide +11*, Swim +12, Jump +8, Spot +4
    Feats: Alertness
    Climate/Terrain: Any aquatic or near aquatic
    Organization: Solitary or school (2-20)
    CR: 1/6
    Treasure: standard.
    Alignment: Often Neutral
    Advancement: 2-5 HD (small)
    Poliwag resembles a tadpole. The swirl on Poliwag's abdomen is actually its intestines showing through its semitransparent skin. Poliwag can be found in small freshwater ponds and lakes that have an abundance of lily pads, as well as along the banks of tropical rivers.


    Poliwhirl
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    Poliwhirl
    Small Aberration [Water]
    Hitdice: 6d8+6 (33 hp)
    Init: +5 (+5 Dex)
    Speed: 20 ft., swim 30 ft.
    AC: 17 (+1 size, +1 natural, +5 Dex), Touch 16, Flat-footed 12
    Attacks: 2 Slams +4 melee;
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam 1d4
    Special Attacks:
    Special Qualities: Fire resistance 5
    Saves: Fort +3, Ref +9, Will +5
    Abilities: Str 10, Dex 20, Con 13, Int 6, Wis 11, Cha 12
    Skills: Hide +11*, Swim +15, Jump +13, Spot +9, Tumble +12, Listen +6
    Feats: Alertness, Lightning Reflexes
    Climate/Terrain: Any aquatic or near aquatic
    Organization: Solitary or school (2-20, some of which may be Poliwags)
    CR: 3
    Treasure: standard.
    Alignment: Often Neutral
    Advancement: 7-10 HD (small), 11-14 HD (medium)
    The evolved form of poliwag. This bipedal amphibian pokemon is typically found in marshes and small ponds and streams guarding a clutch of poliwag till they can evolve. A common and entertaining fact about the poliwhirl is that it's internal spiral somehow manages to reverse itself during evolution.



    Poliwrath
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    Poliwrath
    Medium Aberration [Water]
    Hitdice: 12d8+24 (78 hp)
    Init: +3 (+3 Dex)
    Speed: 40 ft., swim 60 ft.
    AC: 19 (+6 natural, +3 Dex), Touch 13, Flat-footed 16
    Attacks: 2 Slams +14 melee
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Damage: Slam 1d8+6
    Special Attacks:
    Special Qualities: Fire resistance 10
    Saves: Fort +6, Ref +9, Will +8
    Abilities: Str 19, Dex 16, Con 15, Int 6, Wis 11, Cha 14
    Skills: Hide +6, Swim +26, Jump +16, Spot +9, Tumble +10, Listen +6,
    Balance +15
    Feats: Alertness, Lightning Reflexes, Weapon Focus: Slam, Weapon
    Specialization: Slam
    Climate/Terrain: Any aquatic or near aquatic
    Organization: Usually solitary
    CR: 8
    Treasure: standard.
    Alignment: Often Neutral
    Advancement: 13-20 HD (medium)
    Poliwrath appears more muscle-bound than Poliwhirl. Little is known about this stage of the poli-life cycle. This is primarily due to the rare natural occurrence of water stones which initiate this mon's evolution. it can be said however that a poliwrath is a fierce fighter amongst water-types and has been seen taking on creatures far larger than itself out of what can only be assumed is pride.





    Moves
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    We will be ascensions concept of using the tome of battle as a baseline. This will apply only to the Tms and Hms. many mon can get certain techniques naturally in the form of feats ala weapon specialties. Though for game balance you are limited to four attacks so pick carefully.


    Pokeballs
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    Pokeballs
    Pokeball-Target Level 3, DC 13 will save
    Great Ball-Target Level 6, DC 17 will save
    Ultra Ball-Target Level 9, DC 21 will save

    Pokeballs are handled as a touch attack, which if it hits forces a will save vs. capture. All pokeballs have a target level associated with them, for those under the target level get only 1 save. Those above the target level get 2 saves, those twice the target level get 3 saves, those three times the target level get 4 saves, etc. A pokemon at 1/2 HP gets 1 less save, or a -2 penalty if they only get 1 save anyways. A pokemon at 1/4 HP gets 2 less saves, or a -4 penalty if they only get one save. A pokemon must fail all saves to be caught.


    Items
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    need to be modded.


    Advancement
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    evolution and it's intricacy. Pokemon advance like any monster through increasing their Hit Dice. In the natural world this would be slow and rather long process however, tamed mon go through a more rapid growth cycle thanks to their constant battles. Each mon progresses at it's own rate that varies between each species. Certain individuals may never evolve simply out of an inability or require special stones or events to advance to the next stage of their life cycle. The most often cited example of these unique evolutions is the Evee which must be exposed to an elemental stone to advance farther in form.


    Badges
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    Each Gym within the Kanto region is devoted to a particular variety or element of mon. Within these centers trainers can acquire new insight into the nature of their own mon and also advance in rank. A trainer has the right to challenge A gym's leader in sanctioned battles. These contests of strength and cunning challenge a trainer and force him to prove that he is ready for the next leg of their journey. If a Trainer succeeds a defeats the leader they are given to gifts. The first is a TM machine; a unique device that allows a mon to learn combat styles in a matter of hours. The second and often most sought after prize is the badge of that particular gym. Each badge is unique and handcrafted in the gyms' home city. A trainer with multiple badges has proven they are strong and capable fighters in their own right and able to overcome many obstacles. This often gives a trainer a slight advantage when dealing with newer members and with their own mon.


    Trainer classes.
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    We need to modify what we have.

    The first skill.
    Handle Pokemon
    DC 5+Level Get the pokemon to comply with a simple request
    DC 10+Level Get the pokemon to comply with a risky request.
    DC 15+Level Get the pokemon to use the move you want to in battle
    +10 Convince the pokemon that it was its idea in the first place and that it is winning a battle of wills against you by complying.
    -5 penalty if they are aggressive or an opposing alignment and +5 if they are within the same alignment.


    Feats
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    I'll keep adding.
    Last edited by black dragoon; 2008-09-12 at 05:22 PM.
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

  5. - Top - End - #5
    Titan in the Playground
     
    Knaight's Avatar

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    Default Re: Pokemon D20 a sister thread.

    You might want to use EDIT to move the TM HM list to your previous post and delete the new one.
    Last edited by Knaight; 2008-09-06 at 07:47 PM.

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    Default Re: Pokemon D20 a sister thread.



    That is how you make a bullet. ^-^

    &
    #
    8
    2
    2
    6
    ;

    Just put those together to make a bullet. I feel smart. ^-^

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    Bugbear in the Playground
     
    black dragoon's Avatar

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    Default Re: Pokemon D20 a sister thread.

    there fixed. call me haruhi...I kinda hung up....
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

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    Default Re: Pokemon D20 a sister thread.

    I'd like to get in on the ground floor of this with an important suggestion.

    When making the pokémon, don't do what the original geocities guy did and grant each creature one or two set special abilities. Personally, I liked the way my eevee, jolteon, and flareon ended up, though I'm likely biased. I would suggest that we stat out every special attack possible (aside from tackle, bite, and the like, which would just be natural attacks) and then give each pokémon a list to choose from when it gains a certain amount of HD.

    One thing that I must say right away, however, is not to use a Will save as a way of catching a pokémon. Especially when the DC is determined by an item. Way too easy to catch a dire bear at first level. The original system had a pretty good mechanism and class to start off with, based around knocking the pokémon unconscious.

    Also, we'll want to define whether we're making a Pokémon campaign setting or an effective way to use pokémon in a standard setting. I would personally prefer the latter, but I'm not likely to contribute very much to this project. Here are my contributions, to start off with, I suppose.

    Eevee
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    Eevee
    Size/Type: Small Magical Beast
    Hit Dice: 1d10+1 (6 hp)
    Initiative: +2
    Speed: 40 ft.
    Armor Class: 14, touch 13, flat-footed 12 (+1 size, +2 dex, +1 natural)
    Base Attack/Grapple: +1 / -2
    Attack: Bite +4 (1d4+1)
    Full Attack: Bite +4 (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: none
    Special Qualities: Scent, Darkvision 60 ft., Transformation
    Saves: Fort +3, Ref +4, Will 0
    Abilities: Str 13, Dex 15, Con 12, Int 4, Wis 10, Cha 6
    Skills:
    Feats: Weapon Finesse, Track (b)
    Enviroment: Temperate forest, savannah, seashore, volcanic, plains, rainforest
    Organization: Litter (2-6 eevees and 1-4 jolteons, flareons, vaporeons, umbreons, espeons, leafeons, OR glaceons)
    Challange Rating: 1/3
    Alignment: Usually neutral
    Advancement: 2-5 HD

    Combat

    Eevees are mere pups of the greater elemental aspects which they are destined to become, and are thus always jealously guarded by a pack of its relatives. In general, wild eevees are relatively helpless and stay out of the fighting, hiding behind the protective cover of its parents, or else hide in a corner. If its parents are captured or slain, eevees run for dear life, likely falling victim to predators or starvation in a short period of time.

    Trip (Ex) - An eeve that hits with a bite attack can attempt to trip the opponent (-2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the eevee.

    Transformation - An eevee is destined to be far greater than its current incarnation, and upon growing out of its infant stages, it may become an aspect of one of the planet's elements. Once an eevee advances to six hit dice, it may be exposed to a magical stone that will transform it into a jolteon, flareon, vaporeon, leafeon or glaceon, depending on the nature of the stone. Once transformed, an eevee becomes a creature of the appropriate type (with the same number of hit dice as it did directly before the transformation) and advances as that creature forevermore. If an eevee is exposed to any magical stone or condition that would cause it to transform, it may make a DC 10 Will save to resist the transformation, if it wishes. If an eevee has a master (see Friendship Link, below) that also does not wish it to transform, it gains a +5 on the Will save to resist. Once an eevee has resisted a transformation, it may not be forced to transform by that method again for 24 hours. Thus, an eevee may be exposed to a thunder stone, a fire stone, and a water stone each day in an attempt to force it to transform.

    Friendship Link - If treated particularly well by any one creature, an eevee may choose to declare that creature its master, and the two develop an intimately close bond. The eevee will generally follow its master's command, as long as they are given in a spirit of love or companionship, and it will fight and willingly die for that master. An eevee may only have one master at a time, and it may only choose a new one if the master dies or rejects the eevee's friendship. Upon advancing to six hit dice, an eevee with an established friendship link will transform into either an umbreon or an espeon, depending on what time of day the eevee reaches that level (If the sun is up, an espeon, if not, an umbreon). While an eevee is intelligent enough to to desire one specific transformation, it will generally defer to its master if he wishes it to become something else.

    *Eevees have a +4 racial bonus on Survival checks when tracking by scent.


    Jolteon
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    Jolteon
    Size/Type: Medium Magical Beast
    Hit Dice: 6d10+12 (45 hp)
    Initiative: +3
    Speed: 60 ft.
    Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
    Base Attack/Grapple: +6/+7
    Attack: Bite +9 melee (1d6 + 1d4 electricity + 2) OR Thunderbolt +9 ranged (3d6 electricity)
    Full Attack: Bite +9/+4 melee (1d6 + 1d4 electricity +2) and spines +4 melee (1d4 + 1d4 electricity) OR Thunderbolt +10/+5 ranged (6d6 electricity)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Lightning Field, Thunderbolt, Spines
    Special Qualities: Volt Shield, Charged, Darkvision 60 ft., low-light vision, immunity to electricity, scent, unnatural presence
    Saves: Fort +8, Ref +10, Will +3
    Abilities: Str 14, Dex 17, Con 16, Int 5, Wis 13, Cha 7
    Skills: Hide +9*, Jump +14, Listen +7, Move Silently +8, Spot +3, Survival +3*
    Feats: Empower Ability (Thunder Field), Lightning Reflexes (b), Run (b), Fleet of Foot (b), Track(b), Weapon Finesse, Weapon Focus (Thunderbolt)
    Environment: Temperate forest, savannah
    Organization: Solitary, Pair, or Pack (2-4 jolteon and 4 – 7 eevees)
    Challenge Rating: 7
    Alignment: Usually neutral
    Advancement: 7-10 HD (medium), 11-15 HD (large)
    Level Adjustment: +2 (cohort)

    Combat

    Jolteon are generally gentle creatures that avoid combat if at all possible. However, if its pack or its brood are in danger, a pack of jolteon will work together to eliminate the threat, effectively using wolf pack tactics to flank and gang up on opponents. The default strategy for a pack of jolteon is to have one or two jolteon in melee in order to trip as many opponents as possible while the rest blast away with Thunderbolt. If one jolteon is badly injured during a fight, the whole pack retreats in order to heal it by using its volt shield ability, only returning to attack the prey if in dire need of food.

    If a jolteon comes across a potential threat while hunting, or if an unknown creature approaches its brood, it activates its volt shield and growls as a warning, readying an action to attack with thunderbolt at the first sign of aggression. If the creature shows no sign of aggression in two rounds, the jolteon cautiously moves away and resumes its hunt.

    Possessing a rudimentary intelligence, jolteon can communicate with each other in a barking language much like that of wolves, and can understand the body language and meaning of such animals. Despite this, jolteon are generally content to live like normal animals in their favored environments, though many races have seen the value of domesticating jolteon as guard and attack beasts, and occasionally as valuable mounts for small-sized humanoids.

    Spines (Ex) – The spines on a jolteon’s back extend into vicious points, and anyone striking it with a natural weapon or light melee weapon takes 1d4 piercing damage.

    Charged (Ex) – A jolteon’s body bristles with electric power, and it deals an additional 1d4 electric damage to all melee attacks. Also, anyone touching or striking a jolteon with a natural weapon, unarmed strike or metal weapon in melee takes 1d4 electric damage. A jolteon may cancel or resume this ability as a free action. Further, a jolteon is immune to electrical damage and is instead healed half of any electrical damage it would have taken

    Volt Shield (Ex) – A jolteon may raise its electric defenses to peak efficiency as a swift action for a number of turns per day equal to its Constitution score. As long as volt shield is active, all of jolteon’s electric attacks gain a damage bonus equal to its hit dice. Further, jolteon heals is immune to electrical damage and is instead healed the same amount of damage it would have taken, instead of half, as normal. Further, a jolteon’s spines fully bristle while using bolt shield, granting it a +4 to natural armor. It is a free action to maintain a volt shield.

    Thunderbolt (Ex) – A jolteon may release a violent blast of electricity from the spines on its back, directing a bolt of electricity at one opponent within 30 ft. as an attack action. This is a ranged touch attack dealing 1d6 electricity damage per two hit dice of the jolteon. Also, because a thunderbolt tends to hug the earth below it, a jolteon does not take the normal -4 to attack against prone enemies. The range of a thunderbolt increases by 5 ft. per hit die of the jolteon, so a 6HD jolteon has a range of 60 ft.

    Lightning Field (Ex) – As a full-round action, a jolteon may release all of the electrical energy stored up in its body at once, utterly devastating their immediate area with lightning. A jolteon deals 2d6 electricity damage per hit die of the jolteon to everyone within a 30 ft. radius of it, with a DC 16 Reflex save for half damage. Using this ability leaves a jolteon fatigued. A jolteon cannot use any of its electrical abilities and loses the effects of its charged ability until the fatigued condition is removed, either by magical means or mundane rest. If a jolteon is already fatigued from some other effect, it may still use this ability, but is rendered exhausted instead. An exhausted jolteon may not use its lightning field ability. The DC for the Reflex save is Constitution-based.

    Trip (Ex) - A jolteon that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the jolteon.

    Unnatural Presence (Ex) – Because a jolteon has a distinct smell of ash combined with its natural scent, it is unsettling to creatures that distinguish beings by scent. Any creature with an intelligence of 3 or lower with the Scent ability will not willingly come within 10 ft. of a jolteon, though it may be forced into doing so with a DC 15 Handle Animal check.

    Advancement
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    As a jolteon becomes older and more experienced, it also learns new ways to apply its natural speed and electrical prowess. A jolteon learns one of the following abilities each time it earns an even-numbered hit die (8 HD, 10 HD, etc.). Each jolteon may choose whichever abilities it wishes.

    Each time that a jolteon gains a new ability, its Challenge Rating increases by 1.

    • Double Team - In an impressive demonstration of alacrity, a jolteon can appear to be in two places at the same time. A jolteon may project two places no more than 15 feet apart where it appears to be at any give time as a move action, and the area between the two locations must be clear. While using this ability, all attacks against the jolteon in either location suffer a 50% miss chance. A jolteon is considered to be in both locations for the purposes of flanking, but it cannot flank an opponent by having its projections be on either side, and both projections may move at the jolteon's normal speed. A jolteon can choose to end this ability as an immediate action, at which point it settles in one of the previous locations of its choice. If something were to block the path between the jolteon's two locations such as a boulder or anything requiring a jump check higher than the jolteon's Jump modifier blocks this ability immediately, with the jolteon settling randomly in one of its two locations. Most living creatures do not block this ability, with the exception of gelatinous cubes or other creatures that occupy an entire cube of space. This ability can be used for a number of rounds equal to the jolteon's Constitution score each day.
    • Extreme Speed - A jolteon learns to accelerate its reaction time and bolster its natural speed using the electrical forces within it. A jolteon gains the Improved Initiative feat and may act as if it had a Haste spell cast upon it for a number of rounds equal to its Constitution score each day.
    • Flash - By allowing two charges of opposite poles to come violently together throughout its body, a jolteon may emit a blinding flash of light as an effective diversion. As a move action, a jolteon creates a burst of light in a 30 ft. radius around itself. Anyone within that radius must make a fortitude save (10 + 1/2 jolteon's hit dice + Con modifier) or be blinded for 1d4-1 rounds (minimum 1 round). A jolteon may maintain this technique as a swift action each round in order to provide bright illumination in a 60 ft. radius around it, and shadowy illumination for 60 feet beyond that. While maintaining the ability, Flash does not cause blindness.
    • Light Screen - The electricity crackling around the jolteon grows fiercer, protecting it from special attacks. Whenever a jolteon uses its volt shield ability, it also gains Energy Resistance 10 against Fire, Cold and Sonic damage, as well as Damage Reduction 5/Adamantine.
    • Pin Missile - A jolteon learns to apply the rigid spikes on its back in order to defend itself against opponents resistant to its electrical attacks. As a standard action, a jolteon can launch a number of spines equal to half its hit dice in a 60 ft. cone. Each spine deals 2d4 piercing damage, with a Reflex save for half. A jolteon chooses how it distributes these spines within the cone. A jolteon may use this ability a number of times per day equal to its Constitution modifier.
    • Quick Attack - With quick bursts of speed, a jolteon travels faster than the eye can follow, moving instantaneously from place to place. As a move action, a jolteon can teleport up to 30 feet, so long as he has a line of effect to the area. If the path is blocked by an unseen obstacle or the space is occupied by a creature, the jolteon appears as far as it can in the direction it chose and provokes attacks of opportunity. By taking a standard action, a jolteon may perform a single bit attack against an adjacent enemy at the end of this movement. This ability does not provoke attacks of opportunity, except when noted above.
    • Thunder - A jolteon may concentrate its electrical energy in order give itself or something close to it a strong positive charge which attracts lightning from above. As a standard action, a jolteon may call down lightning from the clouds, dealing 1d6 damage per hit die of the jolteon to one creature anywhere in a 60 ft. radius of itself. If a jolteon targets itself with this ability it takes the damage (and applying its Charged ability to heal itself with it), but releases an electrical backlash which deals the above damage in a 5-foot radius around itself. This ability can only be used outdoors, and only if there is some measure of cloud cover.
    • Thunder Fang - By focusing its electricity into its teeth and preparing to discharge it into an enemy, a jolteon can greatly increase the damage dealt by its bite. Before making a bite attack, a jolteon may take a swift action to make the attack a thunder fang, allowing it to deal 1d6 electricity damage per 2 of its HD. Also, the target of a thunder fang must make a Fortitude save (10 + 1/2 HD + Con modifier) or be dazed for one round.
    • Thunder Wave - By forcing its own electrical energy into an opponent, a jolteon can overload the creature's senses and prevent it from acting. As a standard action, a jolteon may launch a Thunder Wave at any opponent within 60 ft. as a ranged touch attack. If the attack succeeds, the target takes 1d6 damage per hit die of the jolteon, and it must make a Fortitude save (12 + 1/2 jolteon's hit dice + Con modifier) or be stunned for 1d4-1 rounds (minimum 1 round). The DC for this ability increases by 2 when Volt Shield is active.
    • Volt Tackle - Allowing electricity to arch and whip out from its spines, a jolteon may make itself particularly dangerous to approach. Whenever a jolteon uses its volt shield ability, it deals 1d6 electricity damage per two hit dice to every creature that passes within 5 feet of it, with a Reflex save (10 + 1/2 HD + Con modifier) for half damage. A jolteon may not damage any creature more than once per round with this ability.


    *Jolteon have a +4 racial bonus to Hide, Move Silently, and Listen checks, and they gain +4 racial bonus on Survival checks when tracking by scent. The bonus to Hide increases to +8 in tall grass or heavy undergrowth.

    A druid of 10th level or higher may gain a Jolteon as an animal companion, assuming that it has gained the ability to have magical beasts as an animal companion, whether through the Totem Companion feat, or some other means.


    Flareon
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    Flareon
    Size/Type: Medium Magical Beast (Fire)
    Hit Dice: 6d10+12 (45 hp)
    Initiative: +3
    Speed: 50 ft.
    Armor Class: 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
    Base Attack/Grapple: +6/+8
    Attack: Bite +10 melee (1d6 + 1d4 fire + 4) / Ember +9 ranged (3d6 fire)
    Full Attack: +8/+3
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ember
    Special Qualities: Immunity to Fire, Cold vulnerability, Darkvision 60 ft., Unnatural presence
    Saves: Fort +7, Ref +8, Will +3
    Abilities: Str 18, Dex 16, Con 14, Int 6, Wis 13, Cha 7
    Skills: Hide +9*, Jump +13, Listen +7, Move Silently +8, Spot +3, Survival +3*
    Feats: Empower Ability (Ember), Fire Feet (b), Iron Will (b), Power Attack, Searing Flames (b), Track (b), Weapon Focus (Ember)
    Enviroment: Volcanic
    Organization: Solitary, Pair, or Pack (2-4 flareon and 4 – 7 eevees)
    Challange Rating: 7
    Alignment: Usually neutral
    Advancement: 7-10 HD (medium), 11-15 HD (large)
    Level Adjustment: +2 (Cohort)

    Combat

    Flareon are generally more aggressive than their elemental counterparts, though still preferring peaceful coexistence to territorial squabbles with any fellow predators. However, flareon packs do not take the same approach to defending their brood that their more peaceful brethren do. If an unknown creature approaches a flareon while hunting or drawn near to its brood, all nearby flareon fire a warning shot, unleashing an ember attack at the creature's feet. If the creature does not immediately begin to back off, one or two flareon will activate their flame barriers and enter melee, hoping to trip any opposition while healing each other with the heat from their flame barriers. Meanwhile, any other members of the pack will fire from afar with repeated ember attacks.

    Flareon are powerful creatures that are difficult to control, and have caused many a would-be poacher severe burns. In their native volcanic habitat, flareon take devious advantage of terrain and lava flows, standing knee-deep in lava flows to use their flash fire ability to powerful extent. On the rare occasion that a flareon is captured and the rarer occasion that it is broken into a guard beast, it is often trained to be a lethal attack beast, though rarely a mount, as even the largest of flareon do not work well under the restriction of a rider.


    Smoldering (Ex) - The downy fur of a flareon's mane houses much of the volcanic heat that emanates from the creature's body, and adds 1d4 fire damage to all melee attacks. Also, anyone touching or striking a flareon with a natural weapon, unarmed strike or light melee weapon takes 1d4 fire damage. A flareon may cancel or resume this ability as a free action. Further, a flareon is immune to fire damage and is instead healed half of any fire damage it would have taken

    Flame Barrier (Ex) - A flareon may create an intense burst of raging flames around it as a swift action, immolating everything foolish enough to get too close for a number of rounds per day equal to its Constitution score. While Flame Barrier is active, everything within 5 ft. of a flareon takes 1d6 fire damage per four hit dice of of the flareon (rounded down) per turn. In addition, the flareon's fiery metabolism reaches peak effeciency, and it is healed the full amount of fire damage it would otherwise take, and all of the flareon's fire attack gain a bonus to damage equal to its hit dice. Also, the shimmering waves of heat grant the flareon a +4 deflection bonus to AC. It is a free action to maintain flame barrier.

    Flash Fire (Ex) - A flareon metabolizes raw heat as a way to fuel its own combustive abilities. Whenever a flareon is hit with 10 or more fire damage in a single turn (before applying fire immunity), the next fire-based attack that it executes is automatically empowered.

    Ember (Ex) - A flareon may let loose a glowing tongue of flame from within its mane as an attack action. This is a ranged touch attack that deals 1d6 fire damage per two hit dice of the flareon with a range of 30 ft. + 5 ft. per two HD. For example, a 6HD flareon has a range of 45 ft.

    Burning Plume (Ex) - As a full-round action, a flareon may release all of its volcanic energy in a violent burst, immolating its immediate area with a storm of fire. A flareon deals 2d6 fire damage per hit die of to everyone within a 30 ft. radius of it, with a DC 16 Reflex save for half damage. Using this ability leaves a flareon fatigued. A flareon cannot use any of its fire-based abilities and loses the effects of its smoldering ability until the fatigued condition is removed, either by magical means or mundane rest. If a flareon is already fatigued from some other effect, it may still use this ability, but is rendered exhausted instead. An exhausted flareon may not use its burning plume ability. The DC for the Reflex save is Constitution-based.

    Unnatural Presence (Ex) – Because a jolteon has a distinct smell of ash combined with its natural scent, it is unsettling to creatures that distinguish beings by scent. Any creature with an intelligence of 3 or lower with the Scent ability will not willingly come within 10 ft. of a jolteon, though it may be forced into doing so with a DC 15 Handle Animal check.

    Advancement
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    As a flareon becomes older and more experienced, it also learns new ways to apply its natural strength and fiery power. A flareon learns one of the following abilities each time it earns an even-numbered hit die (8 HD, 10 HD, etc.). Each flareon may choose whichever abilities it wishes.

    Each time that a flareon gains a new ability, its Challenge Rating increases by 1.
    • Fire Blast - When spewing its inner flame, a flareon may explode outwards, making the attack more forceful. A number of times per day equal to twice its Constitution modifier, a flareon may initiate a bull rush through its fire-based abilities. Use the flareon's Constitution score in place of its Strength score for this check, and the flareon targets every creature that successfully takes fire damage, and it may not move with the target of this ability. The use of this ability is declared before making the attack, so the attempt is wasted if the attack misses.
    • Fire Fang - By bringing flames into its mouth and preparing to blast it into an enemy, a flareon can greatly increase the damage dealt by its bite. Before making a bite attack, a flareon may take a swift action to make the attack a fire fang, allowing it to deal 1d6 fire damage per 2 of its HD. Also, the target of a thunder fang must make a Fortitude save (10 + 1/2 HD + Con modifier) or take a -2 penalty on attack rolls and all Dexterity and Strength-based skill checks for 1d4 rounds due to the intense burns.
    • Fire Spin - Fully releasing its fiery potential in an explosion of heat. Whenever a flareon activates its flame barrier ability, it releases a sphere of flame in a 10-foot radius around itself, dealing 1d6 fire damage per two HD, with a Reflex save for half damage (DC = 10 + 1/2 HD + Con modifier). After the initial explosion, the sphere's radius is reduced to 5 feet, and any creature that enters this radius is subject to the fire damage, with a Reflex save for half damage.
    • Flamethrower - By breathing in deep and gathering its inner flames, a flareon gains a powerful breath attack. This attack is a line of fire with a range of 30 ft. + 5 per 2 HD and deals 1d6 fire damage per two hit dice of the flareon, with a Reflex save for half. The save DC is equal to (10 +1/2 HD + Con modifier).
    • Flash - By lighting a white-hot flame within its mane and tail, a flareon may emit a blinding flash of light as an effective diversion. As a move action, a flareon creates a burst of light in a 30 ft. radius around itself. Anyone within that radius must make a fortitude save (10 + 1/2 jolteon's hit dice + Con modifier) or be blinded for 1d4-1 rounds (minimum 1 round). A flareon may maintain this technique as a swift action each round in order to provide bright illumination in a 60 ft. radius around it, and shadowy illumination for 60 feet beyond that. While maintaining the ability, Flash does not cause blindness.
    • Light Screen - The waves of heat around the flareon grow wilder, protecting it from special attacks. Whenever a flareon uses its flame barrier ability, it also gains Energy Resistance 10 against Electricity, Cold and Sonic damage, as well as Damage Reduction 5/Adamantine.


    *Flareon have a +4 racial bonus to Hide, Move Silently, and Listen checks, and they gain +4 racial bonus on Survival checks when tracking by scent.


    The format will likely conflict with whatever you guys come up with, but it might be a good starting point.
    Last edited by Eighth_Seraph; 2008-09-06 at 08:05 PM.
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    Default Re: Pokemon D20 a sister thread.

    List of All Items:

    • Antidote
    • Awakening
    • Bicycle
    • Bike Voucher
    • Burn Heal
    • Calcium
    • Carbos
    • Card Key
    • Coin
    • Coin Case
    • Dire Hit
    • Dome Fossil
    • Elixir
    • Escape Rope
    • Ether
    • EXP. All
    • Fire Stone
    • Fresh Water
    • Full Heal
    • Full Restore
    • Gold Teeth
    • Good Rod
    • Great Ball
    • Guard Spec.
    • Helix Fossil
    • HP Up
    • Hyper Potion
    • Ice Heal
    • Iron
    • Item Finder
    • Leaf Stone
    • Lemonade
    • Lift Key
    • Master Ball
    • Max Elixir
    • Max Ether
    • Max Potion
    • Max Repel
    • Max Revive
    • Moon Stone
    • Nugget
    • Oak's Parcel
    • Old Amber
    • Old Rod-
    • Paralyze Heal
    • Poke Ball
    • Poke Doll
    • Poke Flute
    • Potion
    • PP Up
    • Protein
    • Rare Candy
    • Repel
    • Revive
    • S. S. Ticket
    • Safari Ball
    • Secret Key
    • Silph Scope
    • Soda Pop
    • Super Potion
    • Super Repel
    • Super Rod
    • Thunder Stone
    • Town Map
    • Ultra Ball
    • Water Stone
    • X Accuracy
    • X Attack
    • X Defend
    • X Special
    • X Speed

    Personally, I dont think we will need all of these.

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    Default Re: Pokemon D20 a sister thread.

    I would add a feat category. I'm thinking that feats could be used for specialization. For instance:

    Psychic Aspect
    Prerequisites: None
    Benefit: Gain +2 to handle animal checks with psychic pokemon.

    Psychic Reserve:
    Prerequisites: Psychic Aspect
    Benifit: All pokemon gain 2 temporary hit points whenever they use a psychic ability. These do not stack.

    Photosynthesis
    Prerequisites: Grass Subtype
    Benifit: Gain Fast Healing 1 when in direct sunlight.

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    Default Re: Pokemon D20 a sister thread.

    *tackles Seraph*
    Woot!
    My major issue with is working over capture and evolution. Personally I think A mon should function like a class. Gaining expirience with each battle it's in rather than by a skill. Otherwise wild evolved mons make no sense.

    Special feats would be pretty good. maybe also some trainer specific feats as well depending on what they aim at.
    Last edited by black dragoon; 2008-09-06 at 08:03 PM.
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

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    Default Re: Pokemon D20 a sister thread.

    Yeah, that said the skill should still have some use. And the pokeball I made is exclusively for pokemon games, in a normal game, opposed strength check. Since that doesn't fit with the material, as massive guys like steelix are no harder to catch than equally leveled pichus, will save works better.

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    Default Re: Pokemon D20 a sister thread.

    Alright, Skill checks how should they apply. Mabye training your mon to keep it in fighting form and as a sort of mon diplomacy check that allows trainers to more easily work with them and calm them down if they get aggressive.
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

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    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

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    Default Re: Pokemon D20 a sister thread.

    More like getting them to actually help you in out of combat situations, rather than either not understanding or being deliberately obtuse.

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    Default Re: Pokemon D20 a sister thread.

    That would work.
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

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    Default Re: Pokemon D20 a sister thread.

    Also feat section up above. Please.

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    Default Re: Pokemon D20 a sister thread.

    ?? That's what badges do. When you start out, you are allowed to control any pokemon up to certain level. Once that level is surpassed, it will just lounge around and not really care what you say, sometimes will attack with whatever it wants and will sometimes do what you say. When you get the next badge, the level goes up and that pokemon will start listening to you again. Each badge you get means you can control higher level pokemon and once you get the final badge, you can control all pokemon of all levels. As for a check to see if they listen or not, I think that should only be aplied to the pokemon outside of your range if you know what I mean.

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    Default Re: Pokemon D20 a sister thread.

    Badges could allow variations of Take 10. The first badge would allow take 10 in stressful situations, then there would be take 11, take 12, take 13, etc, all the way up to take 20, and all as a single action. Sort of like that one psionic skill.

    Or the first one could allow take 10 and the rest could be +2 bonuses. A more obvious method, that would stack with the aspect feats.
    Last edited by Knaight; 2008-09-06 at 09:05 PM.

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    Default Re: Pokemon D20 a sister thread.

    This mechanic will be used elswhere probaley. But, she needs to keep it simple for now. Maybe we can retcon it in later down the road.

    I take that back. That works. darned ninjas.
    Last edited by black dragoon; 2008-09-06 at 08:53 PM.
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

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    Default Re: Pokemon D20 a sister thread.

    What me? Of course it works.

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    Default Re: Pokemon D20 a sister thread.

    So we gonna write up that skill tonight? Give examples of the base Dcs and whatnots?
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

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    Default Re: Pokemon D20 a sister thread.

    OK.
    Handle Pokemon
    DC 5+Level Get the pokemon to comply with a simple request
    DC 10+Level Get the pokemon to comply with a risky request.
    DC 15+Level Get the pokemon to use the move you want to in battle
    +10 Convince the pokemon that it was its idea in the first place and that it is winning a battle of wills against you by complying.
    Last edited by Knaight; 2008-09-06 at 09:04 PM.

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    Default Re: Pokemon D20 a sister thread.

    That will work. figure -5 penalty if they are aggressive or an opposing alignment and +5 if they are within the same alignment.
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

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    Default Re: Pokemon D20 a sister thread.

    List of Pokemon in Alphabetical Order:


    • #063 Abra - Psychic
    • #064 Kadabra - Psychic
    • #065 Alakazam - Psychic
    • #142 Aerodactyl - Rock / Flying
    • #144 Articuno - Ice / Flying
    • #069 Bellsprout - Grass / Poison
    • #070 Weepinbell - Grass / Poison
    • #071 Victreebel - Grass / Poison
    • #001 Bulbasaur - Grass / Poison
    • #002 Ivysaur - Grass / Poison
    • #003 Venusaur - Grass / Poison
    • #010 Caterpie - Bug
    • #011 Metapod - Bug
    • #012 Butterfree - Bug / Flying
    • #113 Chansey - Normal
    • #004 Charmander - Fire
    • #005 Charmeleon - Fire
    • #006 Charizard - Fire / Flying
    • #035 Clefairy - Normal
    • #036 Clefable - Normal
    • #104 Cubone - Ground
    • #105 Marowak - Ground
    • #050 Diglett - Ground
    • #051 Dugtrio - Ground
    • #132 Ditto - Normal
    • #084 Doduo - Normal / Flying
    • #085 Dodrio - Normal / Flying
    • #147 Dratini - Dragon
    • #148 Dragonair - Dragon
    • #149 Dragonite - Dragon / Flying
    • #096 Drowzee - Psychic
    • #097 Hypno - Psychic
    • #133 Eevee - Normal
    • #136 Flareon - Fire
    • #135 Jolteon - Electric
    • #134 Vaporeon - Water
    • #023 Ekans - Poison
    • #024 Arbok - Poison
    • #125 Electabuzz - Electric
    • #102 Exeggcute - Grass / Psychic
    • #103 Exeggutor - Grass / Psychic
    • #083 Farfetch'd - Normal / Flying
    • #092 Gastly - Ghost / Poison
    • #093 Haunter - Ghost / Poison
    • #094 Gengar - Ghost / Poison
    • #074 Geodude - Rock / Ground
    • #075 Graveler - Rock / Ground
    • #076 Golem - Rock / Ground
    • #118 Goldeen - Water
    • #119 Seaking - Water
    • #088 Grimer - Poison
    • #089 Muk - Poison
    • #058 Growlithe - Fire
    • #059 Arcanine - Fire
    • #107 Hitmonchan - Fighting
    • #106 Hitmonlee - Fighting
    • #116 Horsea - Water
    • #117 Seadra - Water
    • #039 Jigglypuff - Normal
    • #040 Wigglytuff - Normal
    • #124 Jynx - Ice / Psychic
    • #140 Kabuto - Rock / Water
    • #141 Kabutops - Rock / Water
    • #115 Kangaskhan - Normal
    • #109 Koffing - Poison
    • #110 Weezing - Poison
    • #098 Krabby - Water
    • #099 Kingler - Water
    • #131 Lapras - Water / Ice
    • #108 Lickitung - Normal
    • #066 Machop - Fighting
    • #067 Machoke - Fighting
    • #068 Machamp - Fighting
    • #129 Magikarp - Water
    • #130 Gyarados - Water / Flying
    • #126 Magmar - Fire
    • #081 Magnemite - Electric
    • #082 Magneton - Electric
    • #056 Mankey - Fighting
    • #057 Primeape - Fighting
    • #052 Meowth - Normal
    • #053 Persian - Normal
    • #151 Mew - Psychic
    • #150 Mewtwo - Psychic
    • #146 Moltres - Fire / Flying
    • #122 Mr. Mime - Psychic
    • #029 Nidoran Female - Poison
    • #030 Nidorina - Poison
    • #031 Nidoqueen - Poison / Ground
    • #032 Nidoran Male - Poison
    • #033 Nidorino - Poison
    • #034 Nidoking - Poison / Ground
    • #043 Oddish - Grass / Poison
    • #044 Gloom - Grass / Poison
    • #045 Vileplume - Grass / Poison
    • #138 Omanyte - Rock / Water
    • #139 Omastar - Rock / Water
    • #095 Onix - Rock / Ground
    • #046 Paras - Bug / Grass
    • #047 Parasect - Bug / Grass
    • #016 Pidgey - Normal / Flying
    • #017 Pidgeotto - Normal / Flying
    • #018 Pidgeot - Normal / Flying
    • #025 Pikachu - Electric
    • #026 Raichu - Electric
    • #127 Pinsir - Bug
    • #060 Poliwag - Water
    • #061 Poliwhirl - Water
    • #062 Poliwrath - Water / Fighting
    • #077 Ponyta - Fire
    • #078 Rapidash - Fire
    • #137 Porygon - Normal
    • #054 Psyduck - Water
    • #055 Golduck - Water
    • #019 Rattata - Normal
    • #111 Rhyhorn - Ground / Rock
    • #112 Rhydon - Ground / Rock
    • #027 Sandshrew - Ground
    • #028 Sandslash - Ground
    • #123 Scyther - Bug / Flying
    • #086 Seel - Water
    • #087 Dewgong - Water / Ice
    • #090 Shellder - Water
    • #091 Cloyster - Water / Ice
    • #079 Slowpoke - Water / Psychic
    • #080 Slowbro - Water / Psychic
    • #143 Snorlax - Normal
    • #021 Spearow - Flying
    • #022 Fearow - Normal / Flying
    • #007 Squirtle - Water
    • #008 Wartortle - Water
    • #009 Blastoise - Water
    • #120 Staryu - Water
    • #121 Starmie - Water / Psychic
    • #114 Tangela - Grass
    • #128 Tauros - Normal
    • #072 Tentacool - Water / Poison
    • #073 Tentacruel - Water / Poison
    • #048 Venonat - Bug / Poison
    • #049 Venomoth - Bug / Poison
    • #100 Voltorb - Electric
    • #101 Electrode - Electric
    • #037 Vulpix - Fire
    • #038 Ninetales - Fire
    • #013 Weedle - Bug / Poison
    • #014 Kakuna - Bug / Poison
    • #015 Beedrill - Bug / Poison
    • #145 Zapdos - Electric / Flying
    • #041 Zubat - Poison / Flying
    • #042 Golbat - Poison / Flying
    Last edited by Haruhi08; 2008-09-06 at 11:02 PM.

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    Thank You Love!
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

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    Default Re: Pokemon D20 a sister thread.

    I'm thinking that a semi alphabetical order, with evolution groups is a better idea. Using the first letter of the first evolution for order. Or just using the normal order.

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    Default Re: Pokemon D20 a sister thread.

    I think it would be best to use the Animal companion system that druids use to advance there pets.

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    Default Re: Pokemon D20 a sister thread.

    I'll have to look that up. Wanna Help?
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

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    Default Re: Pokemon D20 a sister thread.



    List of Places in the Kanto Region:

    • Pellet Town
    • Route 1
    • Viridian City
    • Route 2
    • Viridian Forest
    • Pewter City
    • Route 3
    • Mt. Moon
    • Route 4
    • Cerulean City
    • Route 24
    • Route 25
    • Route 5
    • Route 6
    • Vermilion City
    • Route 11
    • Diglett's Cave
    • Route 9
    • Rock Tunnel
    • Route 10
    • Lavender Town
    • Route 8
    • Route 7
    • Celadon City
    • Pokemon Tower
    • Saffron City
    • Route 12
    • Route 13
    • Route 14
    • Route 15
    • Fuchia City
    • Route 18
    • Route 17
    • Route 16
    • Power Plant
    • Route 19
    • Seafoam Island
    • Route 20
    • Cinnabar Island
    • Route 21
    • Victory Road
    • Indigo Plateu
    • Mystery Dungeon
    Last edited by Haruhi08; 2008-09-06 at 11:04 PM.

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    Default Re: Pokemon D20 a sister thread.

    That looks very nice.
    Alright now we have a map. some fluff. All we need is some people to help with this.
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    There was a time when I marched across the fields of battle, crushing those who opposed my lord and master. There was a time when I stared into the heart of darkness itself and did not tremble. These days are past me now. My lord is dead by my hand and I have shunned the light that once guided me. I do not seek your pity, I only seek the vengeance that is rightfully mine.
    - The Black Dragoon

    Homebrew:
    Thank you Haruhi for the amazing Avatar.

    Fullmetal Alchemy

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