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| Sticks_Arq_Stones04-04-07, 03:10 PM | This is my attempt at incorporating pokemon in a fantasy world where they play the role of the monsters. I've only half completed Bulbasaur and I need input, as well as help on how to word it more proffesionally. I have 'finished' all but its fluff, and sorta play tested it twice using seperate tactics. The first test was a good battle where two 'PCs' fell but they defeated it, and the second the party got dominated. This was while using 4 5th level characters. P.S. I also havent added plant matter and partial fire vulnerability...oops =[. Bulbasaur A growling creature Thrusts its stout body from the surrounding thicket. Neither plant nor animal the creature is a strange hybrid of both organisms. Its thick skin is turquoise in tone, speckled here in there with forest green blotches of varying sizes and shapes, its body is thick and it rests on four stumpy legs, its eyes gleam an intimidating red, and it bears the teeth of a herbivore. Though the creature would seem reptilian or amphibian, its origins are left to imagination, as you can see that an immense bulb the size of its own body seemingly grows from its back. Bulbasaur CR 6 Usually NG Small magical beast Init +1; Senses darkvision 60 ft., low-light vision; listen +10 Languages understands Sylvan, Druidic, able to communicate through Beast speak AC 16, touch 11, flat-footed 14 (+1 size, +1 Dex, +4 natural armor) hp 45 (6 HD) Fort +7, Ref +3, Will +6 Speed 20 ft. (4 squares) Melee 2 slams +9/+4 (1d6+2) or 2 vines +13/+8 and +13/+8 (1d3+4 non lethal) or leech seed +7 (see below) Space 5 ft.; Reach 5 ft. Base Atk +6 Grp +4 (+10 with vines) Atk Options vines, itching powder, sleep powder, razor leaf, leech seed Abilities Str 14, Dex 13, Con 14, Int 10, Wis 13, Cha 11 SQ plant matter, partial fire vulnerability Feats Weapon Focus (Vines), Weapon Finesse, Combat Reflexes Skills Heal +6, Hide +9 (+13 in forested areas), Listen +10 Advancement 7-10 HD (Medium) Vines (Ex) The bulb resting on a Bulbasaur’s back is an arsenal of organic weaponry, most notably of these weapons are the vines that extend from between the bulb on its back and its body. These vines are able to reach long distances and incapacitate foes. As a free action a Bulbasaur can extend or retract it’s vines. Once the vines are extended they have a reach of 20 feet (they threaten all squares within their reach), and while retracted they are not visible and they cannot take actions or receive damage. The vines of a Bulbasaur have a strength and dexterity score separate from their host, as well they benefit from the feat improved grapple. When a Bulbasaur grapples with it’s vines, it does not act as if it is grappling. The vines of a Bulbasaur have an 18 strength and 20 dexterity; also these vines can be sundered, each vine has 10 hp and an ac of 18. There are two vines and both must be extended and/or retracted at the same time, but both vines can make separate attacks and perform different actions regardless of each other. The attack roles for a Bulbasaur’s vines are given above, and both vines can take actions while costing their host only one. The vines can make attacks of opportunity, and while grappling they constrict for 1d3+1 and 1/2 times strength modifier damage per turn. If a vine is destroyed it retracts (the other vine does not have to retract with it) and recovers after 8 hours of sunlight. Once both vines are occupied (grappling) the Bulbasaur loses its special reach. As well as being able to do all this, a Bulbasaur’s vines can manipulate items and grasp onto branches and ledges allowing it to be used to swing from tree to tree, quickly ascend a rocky cliff-face, disarm a foe, etc. Itching Powder (Ex) Only when a Bulbasaur has determined, without a doubt, that its foes have evil intentions will it use its itching powder. The poisonous powder can be shot from the Bulbasaur’s bulb as a move action as it does not take much effort. The poison travels in a small powdery nimbus up to 60 feet before spreading into a 10-foot burst. Once the powder reaches it’s destination and bursts the poison will last for a number of rounds equal to the Bulbasaur’s constitution modifier unless blown away by a wind of at least moderate strength. The poison causes burning and irritation, for every round that a creature (who is susceptible to poison) starts its turn in the poison’s radius it must make a DC 15 fortitude save (the save is constitution based) or receive a –2 on all d20 rolls for a number of rounds equal to the bulbasaur’s constitution modifier. Regardless on whether the target makes it’s save or not it still receives 2d6+bulbasaur’s constitution modifier points of damage as the poison burns and tears the skin. A Bulbasaur must wait a round between using poison powder. A Bulbasaur is immune to it’s own poison but not the poison of other Bulbasaur. Sleep Powder (Ex) While attempting to incapacitate its foes a Bulbasaur will use sleep powder on non-fortuitous foes. Sleep powder works like itching powder except that it does not deal damage or cause irritation to foes, instead the foe must make the fortitude save described in the itching powder description or fall asleep. Creatures with more than 5 HD are unaffected, as are creatures that are immune to poison. A Bulbasaur can only use itching powder and sleep powder in the same turn once every minute. Razor Leaf (Ex) Again an ability that is only used when lethal force is required. As a standard action Bulbasaur can spray leaves in a 15-foot spread, these leaves are razor sharp and deal 1d4x1/2 HD (9d4) slashing damage (DC 15 Reflex save for half). This ability is usable once every three rounds. The damage die used for this ability increases with the size of the Bulbasaur performing the action (Medium d6, large d8, huge d10, and so on). Leech Seed (Ex) The final weapon of a Bulbasaur’s repertoire is it’s leech seed. Only one seed is mature enough to be fired each day, and if it is not fired it decomposes within the bulb (usable 1/day). When a Bulbasaur fires its seed it must make a ranged touch attack, on a successful hit the seed bursts into a net of grasping vines. The target must make a strength check DC 15 to move while under the effects of the seed (at half speed), or make an escape artist or strength check at DC 20 to remove the seed completely. If the seed takes 20 damage it dies and falls to the ground, but it has DR 5/slashing and when targeting the seed one has a 50% chance of striking it’s target. While attached the seed deals 1d6 points of strength drain each turn (fortitude DC 15 negates). The save DC is constitution based. A Bulbasaur is a good-natured creature that has taken protecting the forests of it’s home as it’s sole duty, not for itself, but for the inhabitants who are unable to protect themselves. All Bulbasaur carry this good cause and determination akin to an instinct, and like any instinct a Bulbasaur will follow it without considering the possibilities. Whether its foes cause is to heal the forest or destroy it, a Bulbasaur will follow what it perceives and nothing else. Strategies and Tactics Bulbasaur work alone, and have adapted to this by becoming the ultimate in battlefield control. Once the call of the forest sounds, a Bulbasaur is ready to defend. By using it’s hide skill a Bulbasaur can hope to reach its opponents and grapple them using its vines before they act. In it’s first round a Bulbasaur will grapple two foes who look to be talented melee combatants, then it will use it’s sleep powder on how ever many non-fortuitous foes it can at one time. A Bulbasaur will always keep its distance and use non-lethal force unless a combat looks easy or dire. In easy combats it will use it’s slam attack, and when fighting truly evil foes it will use razor leaf and itching powder. After incapacitating it’s foes the Bulbasaur will find drag them two by two from the forest. A Bulbasaur will never run from a fight. SAMPLE ENOUNTER Bulbasaur attack when they feel inhabitants of the forest are in danger. Fighting Corruption (EL 6): The PCs have just defeated a small herd of Oddish to stop them from spreading a dark pollen that would corrupt the forest. A Bulbasaur arrives after the combat (Give PCs time to heal), and attacks from nearby overgrowth. The Bulbasaur is unaware that the Oddish were a danger to the forest themselves, but it will not use lethal force unless the PCs do. ECOLOGY SOCIETY TYPICAL TREASURE |
| zeone300004-11-07, 03:42 AM | Impressive man, a very good adaptation of Pokémon into d20. Best one I've seen so far. But what about evolution and new moves? |
| Prime3204-11-07, 02:26 PM | I would suggest that leech seed heals a bulbasaur's hp by an amount equal to the strength drain. And what about SOLAR BEAM? |
| Sticks_Arq_Stones04-11-07, 08:02 PM | Thank you for your feedback! Ummm I havent made the evolutions yet, and I still don't know exactly how I'll go about it. I'm not doing new moves, as I said above this isn't going to be used with trainers and the pokemon world. I am making these to be used as monsters in a fantasy world with wizards and fighters. I didn't give him hp from leech seed because I just didn't know how to justify it...it seemed to weird to me (minus putting a vine attached to it from his bulb, but that just looks funny), ideas are welcome though =]. solar beam I didnt bother giving him, I figured it's a high level ability for the other saurs =]. should anything be changed? I dont know I like but at the same time I feel its a bit scattered. |
| zeone300004-11-07, 08:06 PM | So each pokemon is going to have a set amount moves and that's it? |
| Sticks_Arq_Stones04-12-07, 12:14 AM | Well that was my original plan, yes. |
| zeone300004-12-07, 12:56 AM | So for example, each bulbasaur will know the same moves, with no differences. |
| Sticks_Arq_Stones04-12-07, 09:08 AM | well the idea of this is to have a campaign where instead of fighting goblins and beholders you fight machops and kadabras, because of this idea I didn't feel that different moves were neccesary...though I suppose it could be modified for such if needed. |
| tryco04-13-07, 05:36 PM | wow :eek: that bulbasaur looks great. would make a great ally of a nymph. i hope to see more of these pokemon (especially abra, kadabra and alakazam). are you going to make more of them, and so in what order (first the first 150, and then the next, or just random order). and on the subject of evolution: why not make evolution the aging process. as the bulbasaur gets older his bulb opens and grows, turning into an ivysaur and finally into a venusaur. |
| Prime3204-13-07, 05:57 PM | I suppose Ivysaur and Venusaur could have more moves... WHY DO I STILL REMEMBER THEIR NAMES?! Solar Beam (Su): While exposed to sunlight (or an effect which duplicates sunlight, such as a daylight spell), as a full-round action a venusaur can gather solar energy in the flower on its back. On the next round, it can release this energy as a full-round action, duplicating a maximised searing light spell (caster level equals the venusaur's HD). This ability can be used twice per day. If the venusaur is within the radius of a sunny day effect, it does not need to take a round to charge. Sunny Day Evocation [Fire, Light] Saving Throw: Will negates (see text) This spell functions as daylight, except that all effects that deal fire damage within the radius of the spell deal an extra 1 point of damage per die. In addition, creatures with the water descriptor gain one negative level (Will negates). This negative level applies only while the creature is within the radius of the effect, though if it leaves and re-enters the negative level returns with no save. Sunny Day Evocation [Fire, Light] This spell functions as daylight, except that all creatures within the radius of the effect take half damage from cold and +50% damage from fire. Hyper Beam (Su): As a full-round action once per day, this creature can fire an incredibly destructive beam of energy from its mouth. This duplicates a maximised disintegrate spell with a caster level equal to the creature's HD. The creature is automatically dazed for one round after using this ability. |
| Sticks_Arq_Stones04-13-07, 06:04 PM | I will continue making them in order if I have the time to do so. I like your solar beam n such, well written and effective. Does anyone think the CR should be adjusted, or any abilities? The vines can be deadly when they neutralize the fighters but then again it gives others time to shine in a low level battle + Bulbasaur doesn't kill the party, just knocks em out =]. |
| Prime3204-15-07, 05:06 PM | Some more. I think you should give creatures in the format Bulbasaur Small Magical Beast (Pokémon) [Grass/Poison] Types Mostly Magical Beast (Pokémon) with a few exceptions Grass - Plant (Pokémon) (you could also follow woodling's example, adding plant traits to another type) Psychic - Magical Beast (Pokémon, Psionic) Ghost - Undead (Pokémon) Dark - Outsider (Evil, Pokémon) Example traits Dark: Favoured enemy (psychic, ghost) Fighting: -2 penalty on saves against psionics Flying: Aerial Superiority (RotW) as a bonus feat Ghost: DR 10/magic Ground: Earth mastery Horn Drill (Ex): When a creature with this ability scores a critical hit with a gore attack, the target must make a DC 20 Fortitude save or die instantly. I'm thinking about statting Koffing/Wheezing, complete with Death Throes. |
| Sticks_Arq_Stones04-17-07, 06:57 PM | I'm like all these ideas, but I am gonna have to wish you good luck for now...I dont have time to mess around with all these pokemon =P. |