FLORASAUR (Bulbasaur, etc.) CHARAGON (Charmander, etc.) TORRENTURTLE (Squirtle, etc.) [Archive] - Wizards Community

Post/Author/DateTimePost
Crimson_Concerto

04-01-08, 11:54 PM
(I don't know why I did it, but I did. It probably had something to do with how awesome Ivysaur is in Super Smash Bros. Brawl. I figure if the adorable little guy can go toe to toe with knights and bounty hunters in that game, why shouldn't it be able to fight alongside wizards and clerics? For the purpose of designing this race, I've decided to roll all three evolutionary stages of the Pokemon into one and take the median size. I figure it's easier if they just change appearance as they age. Also, while I realize these Pokemon have A LOT of iconic moves and abilities, I'd like to keep it to the bare essentials to reduce LA. I mean, it's supposed to be a starter Pokemon, after all, so I want to keep this as simple as possible.)

FLORASAUR
http://i77.photobucket.com/albums/j52/Asylum-Rhapsody/anime001.jpghttp://i77.photobucket.com/albums/j52/Asylum-Rhapsody/anime002.jpghttp://i77.photobucket.com/albums/j52/Asylum-Rhapsody/anime003.jpg

Florasaur Racial Traits:
+2 CON, -2 INT; Florasaurs are tough and surprisingly strong for their size, but their intellect is somewhat primitive and animalistic.
Magical Beast: Florasaurs are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Small: As small creatures, Florasaurs gain a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than Humans use.
Florasaur base land speed is 20 feet.
Quadruped: Florasaurs gains a +4 bonus on ability checks made to resist being bull rushed, overrun, or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground), which negate a Florasaur's small size penalty to resist these special attacks. Also, quadrupeds can carry heavier loads than other characters can, which negates a Florasaur's small size penalty to carrying capacity.
Low-Light Vision: Florasaurs can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.
Florasaurs (unlike most Magical Beasts) do not have darkvision.
Vine Whip (Ex): Florasaurs do not have arms or hands. Instead, they can produce a pair of prehensile, whip-like vines which serve the same functions and are able to hold and manipulate items just as effectively. For example, they can wield swords, fire bows, play instruments, and even provide the somatic components for spells. Vine Whip also grants a Florasaur a pair of secondary natural weapons which function as tentacle attacks. Each vine whip deals 1D4 bludgeoning damage (plus half the Florasaur's STR modifier, as normal for a secondary natural weapon). Attacks with secondary natural weapons are less effective and are made with a –5 penalty on the attack roll. (Creatures with the Multiattack feat take only a –2 penalty on secondary attacks.) This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity. A Florasaur cannot, of course, attack with an occupied Vine Whip.
Synthesis (Ex): Florasaurs do eat food, but they also obtain energy through photosynthesis. To survive, they need to eat only half the amount of food per day that creatures of their size normally require.
Automatic Language: Common. Bonus Languages: Elven, Gnoll, Gnome, Halfling, Sylvan
Favored Class: Fighter
Level Adjustment: +0?

EDIT: Yes, I was in fact very bored at the time. :P
EDIT 2: Yes, I do pretty much expect everybody to hate me.
EDIT 3: All right, since people asked for it, let's see what I can do about Charmander, Charmeleon, and Charizard. :P

CHARAGON
http://i77.photobucket.com/albums/j52/Asylum-Rhapsody/anime004.jpghttp://i77.photobucket.com/albums/j52/Asylum-Rhapsody/anime005.jpghttp://i77.photobucket.com/albums/j52/Asylum-Rhapsody/anime006.jpg

Charagon Racial Traits:
+2 DEX, -2 INT; Charagons are swift and surprisingly strong for their size, but their intellect is somewhat primitive and animalistic.
Magical Beast: Charagons are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Small: As small creatures, Charagons gain a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than Humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Charagon base land speed is 30 feet.
Low-Light Vision: Charagons can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.
Charagons (unlike most Magical Beasts) do not have darkvision.
Ember (Su): The tip of a Charagon's tail is home to a continual flame. It clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius. The flame can be covered and hidden but not smothered or quenched as long as the Charagon is still alive. While the effect which produces the flame is supernatural, the flame itself and the light it produces are mundane in nature, so this is not a [Fire] or [Light] effect. A Charagon is immune to fire damage from its own Ember, of course.
Natural Weapon: A Charagon has a secondary natural weapon, a Tail Slap which deals 1D4 bludgeoning damage (plus half the Charagon's STR modifier, as normal for a secondary natural weapon) plus 1 fire damage per 2 HD. Attacks with secondary natural weapons are less effective and are made with a –5 penalty on the attack roll. (Creatures with the Multiattack feat take only a –2 penalty on secondary attacks.) This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.
Automatic Language: Common. Bonus Languages: Draconic, Ignan.
Favored Class: Fighter
Level Adjustment: +0?

EDIT 4: And last but not least...

TORRENTURTLE
http://i77.photobucket.com/albums/j52/Asylum-Rhapsody/anime007.jpghttp://i77.photobucket.com/albums/j52/Asylum-Rhapsody/anime008.jpghttp://i77.photobucket.com/albums/j52/Asylum-Rhapsody/anime009.jpg

Torrenturtle Racial Traits:
+2 CON, -2 INT; Torrenturtles are tough and surprisingly strong for their size, but their intellect is somewhat primitive and animalistic.
Magical Beast: Torrenturtles are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Small: As small creatures, Torrenturtles gain a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than Humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Torrenturtle base land speed is 20 feet.
Torrenturtle base swim speed is 30 feet. A Torrenturtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Swim is always a class skill for a Torrenturtle.
Low-Light Vision: Torrenturtles can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.
Torrenturtles (unlike most Magical Beasts) do not have darkvision.
Amphibious (Ex): Torrenturtles can breathe both air and water.
Withdraw (Ex): A Torrenturtle has a hard shell which provides it with a +1 natural armor bonus to AC. It can also withdraw further into its shell to take better advantage of its protection. A Torrenturtle fighting defensively gains an additional +1 natural armor bonus to AC (total +2) while fighting defensively, in addition to the usual dodge bonus to AC. A Torrenturtle gains an additional +2 natural armor bonus to AC (total +3) when executing the withdraw action or the total defense action, in addition to the usual dodge bonus to AC for the latter.
Automatic Language: Common. Bonus Languages: Aquan, Elven
Favored Class: Fighter
Level Adjustment: +0?

EDIT: Okay, lots of talk about feats, so let's try making some...

RAZOR LEAF
Prerequisites: Florasaur, BAB +6
Benefit: You produce a Razor Leaf using the same action you take to attack with it. A Razor Leaf acts as a shuriken except that it deals slashing damage instead of piercing damage, and you do not need a free vine whip to attack with a Razor Leaf. A Razor Leaf is always destroyed after use. A Razor Leaf is a magical weapon without an enhancement bonus. This feat is a Supernatural ability.
Special: A Fighter may select Razor Leaf as one of his Fighter bonus feats.

FLAMETHROWER
Prerequisites: Charagon, BAB +6
Benefit: You gain a 30-foot cone breath weapon that does 1D6 fire damage per 2 HD you possess. Targets are allowed a Reflex save for half damage (DC 10 + 1/2 your HD + your CON modifier). You can use this breath weapon as a standard action once per encounter. This feat is a Supernatural ability.
Special: A Fighter may select Flamethrower as one of his Fighter bonus feats.

WATER GUN
Prerequisites: Torrenturtle, BAB +6
Benefit: You can use Water Gun once per encounter as a standard action. Water Gun is a ranged touch attack with a maximum range of 30 feet. The water pressure produced deals 1D6 bludgeoning damage per 2 HD you possess and allows you to perform a ranged bull rush. This follows all of the rules for a normal Bull Rush except that you oppose your target's STR check with a CON check instead of a STR check. Also, you do not take any size penalties to this bull rush attempt are treated as though charging. This feat is a Supernatural ability.
Special: A Fighter may select Water Gun as one of his Fighter bonus feats.
ZiggZagg

04-02-08, 12:14 AM
Actually kinda interesting. Any thoughts on doing the fire ones, Charmander, Charmeleon, and Charizard?
sonofzeal

04-02-08, 12:19 AM
Looks pretty balanced to me. LA +0 should be fine for these guys. The one comment I'd make is to remove the Improved Unarmed Strike bonus feat, and replace it with a Slam attack - same benefit with slightly better damage (or the same, if you want), but can't be used for Embrace/Shun cheese or easy access into some PrCs.
Crimson_Concerto

04-02-08, 12:29 AM
The one comment I'd make is to remove the Improved Unarmed Strike bonus feat, and replace it with a Slam attack - same benefit with slightly better damage (or the same, if you want), but can't be used for Embrace/Shun cheese or easy access into some PrCs.I don't know what this Embrace/Shun cheese you're talking about is, but the reason I chose Improved Unarmed Strike over a Natural Attack is that it's impossible to TWF or Full Attack with Natural Attacks, and it just feels like it should be possible to do that with Vine Whip. Furthermore, unlimited Natural Attacks are a tad overpowered at early levels because they allow for more attacks than should be possible. I feel like using Improved Unarmed Strike is more intuitive, easy, simple, and balanced. I also don't feel like the Improved Unarmed Strike feat makes it much too easy to qualify for things; I mean, it's just a single feat, and you can even dip into Fighter or Monk for it.
sonofzeal

04-02-08, 12:45 AM
Embrace/Shun is using the spells "Embrace the Dark Chaos" and "Shun the Dark Chaos" (IIRC) to effectively let you exchange any feat for any other feat. Also, while Fighter/Monk dips are always possible, that still leaves you a feat/level behind and makes grabbing it as a bonus feat still a powerful alternative.

I also don't see your point about "unlimited natural attacks". This would just be a single (or pair) of attacks, wouldn't it? And according to WotC themselves, giving a creature natural attacks shouldn't be concidered a balancing issue - see their claw/claw/bite enhancement for the kobold for that.

You're right about TWF though, I hadn't thought of that. Possibly you could write a specific excemption in for that purpose - "this natural attack may be treated as an unarmed strike whenever it would benefit the Florasaur" or somesuch.
Crimson_Concerto

04-02-08, 01:07 AM
Embrace/Shun is using the spells "Embrace the Dark Chaos" and "Shun the Dark Chaos" (IIRC) to effectively let you exchange any feat for any other feat.Well then, dear, I don't think that's a balance concern about Improved Unarmed Strike as a bonus feat. I think that's a balance concern about "Embrace the Dark Chaos" and "Shun the Dark Chaos." Will we all of a sudden say the Human Bonus Feat must be toned town so that we can't take advantage of it? :P

Regardless of whether or not Natural Attacks would be balanced, I don't feel like they're necessary in this instance, nor particularly appropriate, and I can't get the picture out of my head of a Flurry of Blows with Vine Whip. :)

If you really plan on using this thing, though, feel free to do with it what you will. :rofl:
sonofzeal

04-02-08, 01:11 AM
Well then, dear, I don't think that's a balance concern about Improved Unarmed Strike as a bonus feat. I think that's a balance concern about "Embrace the Dark Chaos" and "Shun the Dark Chaos." Will we all of a sudden say the Human Bonus Feat must be toned town so that we can't take advantage of it? :P

Regardless of whether or not Natural Attacks would be balanced, I don't feel like they're necessary in this instance, nor particularly appropriate, and I can't get the picture out of my head of a Flurry of Blows with Vine Whip. :)

If you really plan on using this thing, though, feel free to do with it what you will. :rofl:
Well, a human bonus feat can already be anything; it's mostly just a balance concern for free feats.

I'd agree they're not necessary here, but I think this sort of thing is what they were designed to handle (I mean, if not this then what?). Flurry of Vines does seem pretty cool though, that's definitely worth points right there.
Lord_Gix

04-02-08, 09:21 AM
nice. I'd like to have seen razor leaf or solar beam, but they would definitely bump the LA up considerably. Nicely balanced, I'd like to see Charizard and Squirtle if you ever get really bored again :P
Gideon_Gideonson

04-02-08, 10:31 AM
...I hate myself.

Not for looking at this (and it's actually quite well done), but for immediately considering making a ToB-esque maneuver based prestige class based on taking this monster through two evolution stages.

You know...enter the class at 7th, where you gain a size increase and a few bonuses, as well as some new attacks, and increase in size again at the 10th level of the PrC, where (for this one) you'd gain the Solar Beam maneuver.

EDIT: So I was bored. It's probably not to balanced, as I made it in about...oh...15-20 minutes, but here you go.



Evolved Florasaur
Hit Die: d10

Prerequisites:
Race: Florasaur
Base Attack Bonus: +6
Feats: Weapon Focus (Improved Unarmed Strike)

Skill Points at each additional Level: 2 + Int Modifier
Class Skills: The Evolved Florasaur’s class skills (and the key ability for each skill) are ?????

The Evolved Florasaur Hit Die: d10
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Evolution I, TM I
2nd +2 +3 +0 +0 Superior Unarmed Strike
3rd +3 +3 +1 +1 Razor Leaf
4th +4 +4 +1 +1 TM II
5th +5 +4 +1 +1 Vine Lash
6th +6/+1 +5 +2 +2 It’s Super Effective!
7th +7/+2 +5 +2 +2 TM III
8th +8/+3 +6 +2 +2 Improved Razor Leaf
9th +9/+4 +6 +3 +3 Critical Hit!
10th +10/+5 +7 +3 +3 Evolution II, TM IV


Evolution I: At first level an Evolved Florasaur increases in size and durability. It gains a permanent +2 bonus to both Strength and Constitution, and increases to Medium size (ignore the typical ability score adjustments for size increase).

At 10th level an Evolved Florasaur evolves again. Its size increases to Large, and it gains an addition +2 bonus to both Strength and Constitution (ignore the typical ability score adjustments for size increase).

TM: At first level and every three levels afterwards, the Evolved Florasaur gains an ability from the following list, provided it meets the minimum level requirements to gain the ability.

Sleep Powder: As a standard, an Evolved Florasaur may make a ranged touch attack against an opponent within 30ft. If this attack hits, the opponent must make a Will save (DC 10 + the Evolved Florasaur's Class level + the Evolved Florasaur’s Constitution modifier) or fall asleep if his Hit Dice are less than or equal to the Evolved Florasaur’s total Hit Dice. If his Hit Dice exceed the Florasaur’s total Hit Dice, the victim is fatigued on a failed save. An Evolved Florasaur must be 1st level to select this ability.

Solar Beam: As a standard action, the Evolved Florasaur may fire a line attack out to 120ft. All creature within this area must make a Reflex save (DC 20 + the Evolved Florasaur’s Constitution modifier) or take 15d6 points of damage and be stunned for 1 round. After using this attack, the Evolved Florasaur must wait 1d4 rounds before it may use it again. An Evolved Florasaur must be 10th level to select this ability.

Cut: As a standard action an Evolved Florasaur may make a single attack that automatically overcomes damage reduction and hardness. An Evolved Florasaur must be 1st level to select this ability.

Poison Powder: As a standard, an Evolved Florasaur may make a ranged touch attack against an opponent within 30ft. If this attack hits, the opponent must make a Fortitude save (DC 10 + the Evolved Florasaur's Class level + the Evolved Florasaur’s Constitution modifier) or take 1d6 points of Constitution damage. One minute later the victim must repeat this saving throw to avoid taking another 1d6 points of Constitution damage. An Evolved Florasaur must be 8th level to select this ability.

Sunlight: As a swift action, an Evolved Florasaur standing in natural sunlight may heal an amount of hit points equal to twice its class level. One it has used this ability, the Evolved Florasaur must wait 2d4 rounds before it may use it again. An Evolved Florasaur must be 4th level to select this ability.

Leech Seed: As a standard action, an Evolved Florasaur may make a ranged touch attack against an opponent within 30ft. If this attack hits, the opponent must make a Reflex save (DC 10 + the Evolved Florasaur's Class level + the Evolved Florasaur’s Constitution modifier) or be covered in small seed pods for 2d6 rounds. A creature so covered takes a number of points of damage per round equal to ½ the Evolved Florasaur’s class level. The Evolved Florasaur heals an amount of hit points equal to the damage dealt each round. An Evolved Florasaur must be 4th level to select this ability.

Superior Unarmed Strike: At second level the Evolved Florasaur gains the Superior Unarmed Strike feat for free.

Razor Leaf: At third level an Evolved Florasaur may choose to deal slashing damage with its unarmed strike. Additionally, the threat range of its unarmed strikes increases by 1.

At 8th level the threat range increases by another 1.

Vine Lash: At fifth level an Evolved Florasaur gains a reach of 10ft with its unarmed strike.

It’s Super Effective!: At 6th level an Evolved Florasaur’s unarmed strike deals double damage against any creature with the Earth subtype.

Critical Hit!: At 9th level an Evolved Florasaur’s unarmed strike deals x3 damage on a successful critical hit.
kamronshepard

04-02-08, 12:31 PM
You might be interested in this. (http://www.scshop.com/~ritaxis/)
BowenSilverclaw1986

04-02-08, 12:38 PM
That's actually pretty cool :P

About the evolved Florasaur though, shouldn't it get Large at 10th level?
I mean, Venusaur was pretty damn big :P

~Bowen
Gideon_Gideonson

04-02-08, 12:42 PM
Yeah...Medium sized at 1st and Large at 10th might make more sense.
M-bark

04-02-08, 12:49 PM
To make that balancing out if you'd want to have Large size at level 10, you would need to get Medium size at an early level, like 1 or 2.


Also, I love you for this. :P These are certainly going in my next campaign. Along with PrCs just for this race.

LA+0 seems right. They do have the Magical Beast type (which doesn't really make a creature qualify as a playable race, but there are always exceptions), and such, but then again, they have no opposable thumbs and need special armour and such. I think it might even be safe to up one ability score by 2. Maybe Strength or Wisdom.
Crimson_Concerto

04-02-08, 04:37 PM
nice. I'd like to have seen razor leaf or solar beam, but they would definitely bump the LA up considerably. Nicely balanced, I'd like to see Charizard and Squirtle if you ever get really bored again :P

I actually considered including Razor Leaf, and I went through a couple drafts of it, but I had trouble coming up with a simple but still useful mechanic for it that wouldn't push it to a Level Adjustment. :weep:
I went through at will abilities, per day abilities, per encounter abilities, tried to figure out what the kind of action would be to use them and/or produce them. In the end, the mechanic just couldn't be made elegantly simple enough for use, and there certainly wouldn't have been any consensus on what the ability should have been like, and again, it would have likely ended either overpowered or useless.

They do have the Magical Beast type (which doesn't really make a creature qualify as a playable race, but there are always exceptions), and such, but then again, they have no opposable thumbs and need special armour and such.Well, creature type isn't the determining factor for whether races are playable or not, so Magical Beasts are fair game for PCs. After all, there LA +0 Aberrations and Fey, why why not magical beasts? :)
Also, while they do require special armor, Florasaur do not require opposable thumbs. Vine Whip works like a pair of tentacle, I guess, and can wield weapons and items just as affectively as can humans. They can grasp swords, fire bows, play instruments, and even provide somatic components for spells. :D

Wow, I didn't realize there would actually be this much positive response or support. If I get bored again, sure, I'll come back and add in Squirtle and Charmander or maybe make a new topic. :cool:
Aleolus

04-02-08, 04:48 PM
...OK, this was rather well done, I must say. However, I would be more inclined to use these as Magical Beasts for the PC's to encounter, train, and use than to actually have someone play as one. Maybe that's just me, though.
Xiuhcoatl

04-02-08, 04:48 PM
I actually considered including Razor Leaf, and I went through a couple drafts of it, but I had trouble coming up with a simple but still useful mechanic for it that wouldn't push it to a Level Adjustment. :weep:

Razor Leaf (ex): Once per encounter, as a full attack action, a Florasaur may launch Shuriken made of leaves. These follow all of the rules for Shuriken, and are treated as magical for purposes of overcoming damage reduction. A Florasaur with multiple attacks may make multiple attacks with these razor leaves (so a Florasaur Fighter 6 may throw two).


It's kind of primative, but it has a basic mechanic. Maybe make it more powerful, I'm not sure.
M-bark

04-02-08, 04:51 PM
Well, creature type isn't the determining factor for whether races are playable or not, so Magical Beasts are fair game for PCs. After all, there LA +0 Aberrations and Fey, why why not magical beasts? :)

I was mostly thinking of Animals there. :P I often think of Magical Beasts as being Animals but then just with a higher Int score. I often forget about a few Magical Beasts that are really non-animal like in the process, including Magical Beasts that could easily qualify as playable races. Hence the "there are always exceptions". ;)

Also, while they do require special armor, Florasaur do not require opposable thumbs. Vine Whip works like a pair of tentacle, I guess, and can wield weapons and items just as affectively as can humans. They can grasp swords, fire bows, play instruments, and even provide somatic components for spells. :D

Though I think opposable thumbs still make it easier to wield things, they certainly do make for a great race in that aspect. By the by, why not give them vulnerability to fire? And you could always still change the type to Plant if you wanted to, because that might show their abilities and such better, but then again, it's still all your choice.

Wow, I didn't realize there would actually be this much positive response or support. If I get bored again, sure, I'll come back and add in Squirtle and Charmander or maybe make a new topic. :cool:

You do that. :D I think there might be someone I know who would start playing DnD just to play one of those.

If you get a lot of positive responses to the others as well, would you perhaps consider statting up other "starter" Pokemon as playable races (such as Cuindaquil, Pikachu, Treecko, etc.)?
G_Mancer

04-02-08, 06:09 PM
As with most races with Racial Hit Die, i think it'd be more "D&D"ish to have it learn abilities and grow in size as it's racial hit die increase.

give it like 1 or 2 racial hit die without LA for base bulbasaur who is 'small', then maybe 4 or 5 hitdice for the next size increase to 'medium', and then at 8 or 9 HD the last size increase to Large. Then splatter in cool abilities like:

Razor Leaf: at 3 or 4 HD Florasaur can use a special Ragned attack dealing slashing damage (which may or may not scale with HD) x/day or 1 every 4 rounds

and also:
Spread Pollen: at 5 or 6 HD Florasaur can release it's spores to help it defeat it's enemies. it must choose 1 of the following effects. 1. paralysis for
X rounds; 2. Sleep for X rounds; or -x to d20 rolls for a number of rounds based on HD; or Poision damage based on HD..or something. all would be negated by a fort save = 10+(r)HD +Con or 1/2 (r)HD

and also:
Solar Beam: at 10 hit dice, Florasaur gains a ranged attack that deals fire damage based on HD X/day or 1 every 4 rounds

This would allow some Metabreath Feats to be altered and tweaked and taken for bad-assness.


X is a number that would be balanced and seems appropriate
(r)HD is racial HD
Crimson_Concerto

04-02-08, 08:07 PM
...OK, this was rather well done, I must say. However, I would be more inclined to use these as Magical Beasts for the PC's to encounter, train, and use than to actually have someone play as one. Maybe that's just me, though.Cohorts perhaps? That seems a reasonable middle ground. :)

Razor Leaf (ex): Once per encounter, as a full attack action, a Florasaur may launch Shuriken made of leaves. These follow all of the rules for Shuriken, and are treated as magical for purposes of overcoming damage reduction. A Florasaur with multiple attacks may make multiple attacks with these razor leaves (so a Florasaur Fighter 6 may throw two).

It's kind of primative, but it has a basic mechanic. Maybe make it more powerful, I'm not sure.Okay, but then do they count as manufactures weapons? Natural weapons? What does it take to produce them? It's once per encounter, but can it be "recovered" during an encounter by using some action? Is it really worth making this a racial ability if it's going to be so complicated? Most importantly, does giving them this ability overpower them for a +0 LA race? If so, what do I take away? It's more complicated than you're making it sound. ;)
And if I add Razor Leaf, then I need to add Solar Beam... Then, I need to add Poison Powder... Then I need to add Leech Seed... I'd like to keep this at the bare minimum, but if you'd like to give it more abilities for your own use and increase its LA, do feel free. :)

By the by, why not give them vulnerability to fire?Two reasons:
A) I'm always reluctant to assign a homebrew race penalties other than size penalties or ability score penalties. Races are supposed to say what you get for playing them, not how you'll get screwed over by playing them. :P
B) Interestingly enough, take a look at pretty much every plant creature in D&D. None of them have fire vulnerability. It seems to me that plants are just as flammable as humans are. :P

And you could always still change the type to Plant if you wanted to...I had considered that, but the Plant type has too many immunities. Besides, I've always felt like most plant Pokemon, Bulbasaur being one of them, are more animal than plant.

If you get a lot of positive responses to the others as well, would you perhaps consider statting up other "starter" Pokemon as playable races (such as Cuindaquil, Pikachu, Treecko, etc.)?*winces* Well first of all, I hate Pikachu. :P
Second of all, while I could conceivably do other generation starters, the problem becomes overlap in abilities. For example, what would I stat out Turtwig as? Call me crazy, but it seems like it would end up exactly the same as Bulbasaur. Also, some Pokemon really just don't make appropriate PCs. Chikorita is a quadruped with no hands and arms but also does not learn Vine Whip, so I'm stumped on how it could make an appropriate character race.

That being said, depending on how much positive feedback I get after finishing Squirtle and Charmander, I'll see what I can do about more. :)

As with most races with Racial Hit Die, i think it'd be more "D&D"ish to have it learn abilities and grow in size as it's racial hit die increase.Yes, that would all make sense, but what I wanted was in fact a creature with NO racial HD who could level up in character classes. However, what could conceivably be done is to create racial feats for other special moves... Hmm... Bah, if I do that, it'll be after a while. :)
Aleolus

04-02-08, 09:47 PM
Quick quesiton, why does Charagon not have a Breath Weapon? 30-foot Line of Fire would fit perfectly. Perhaps gained as a feat?
Crimson_Concerto

04-03-08, 12:35 AM
Quick quesiton, why does Charagon not have a Breath Weapon? 30-foot Line of Fire would fit perfectly. Perhaps gained as a feat?For the same reason Florasaur doesn't have Razor leaf. It's not "essential," and I'm trying to keep this very basic. However, I'm thinking about adding in other special moves, such as this breath weapon, as racial feats later on. First, however, I need to figure out what to do with Squirtle, Wartortle, and Blastoise...
Xiuhcoatl

04-03-08, 08:54 AM
*winces* Well first of all, I hate Pikachu. :P
Second of all, while I could conceivably do other generation starters, the problem becomes overlap in abilities.

Perhaps do other three-evolve types that could conceivable be starters?

Aron, Lairon, and Aggron for example. Being a steel/rock combo, they'd make for a unique experience compared to the Grass, Fire, and Water types.

Or if someone is set on Electric types, Magnemite, Megnaton, and whatever its evolve is called.
ciaran

04-03-08, 09:29 AM
CHARAGON should have some kind of fire resistance and cold vulenrability or at least a save bonus against fire. Also you should clean up the language used in TORRENTURTLE's Withdraw ability.

And... Perhaps the other forms could be prestige classes. :D
Crimson_Concerto

04-03-08, 06:29 PM
CHARAGON should have some kind of fire resistance and cold vulenrability or at least a save bonus against fire.Again, I'm REALLY against giving them racial vulnerabilities, and while the fire resistance seems appropriate, it may bear mentioning that there are plenty of low level fire creature in D&D without any kind of fire resistance at all. Look at the Nightmare, for example.

Also you should clean up the language used in TORRENTURTLE's Withdraw ability.What's wrong with the language on the ability? :confused:

Oh, and I'm gonna go ahead and cave into the suggestion to just make Vine Whip natural attacks. If somebody really wants to flurry or make iterative attacks with them, they can just take Improved Unarmed Strike themselves.
ciaran

04-03-08, 06:52 PM
I understood the ability, but by "language" I meant that it could be clarified.

Sorry, it probably sounded like I was accusing you of something, huh? :D
Crimson_Concerto

04-03-08, 06:54 PM
I understood the ability, but by "language" I meant that it could be clarified.

Sorry, it probably sounded like I was accusing you of something, huh? :D

:rofl: What's unclear about it, though? I mean, I understand it because I'm the one who wrote, it, but I'm not sure where the confusion could be. Please elaborate?
Holy_Beholder

04-03-08, 06:56 PM
For size increases, just offer up racial feats. Small to medium with slight build, then medium with powerful build instead. As for special attacks, at least the charizard family is dealt with already. Desert wind does that for you. The others could just be warblades, attacks can simulate the others(ie, the nightmare blade attacks might be covered by vine whip, and other melee attacks, then people could take a few levels of crusader for the healing moves that grass guys get. Water doesn't have healing, but are covered by the moves just as well. Just let them have a feat that lets them make ranged manuevers(to about 30 feet) Problem solved.
ciaran

04-03-08, 08:04 PM
Hardened Shell (Ex): This durable carapace grants a +1 natural armor bonus and offers the Torrenturtle improved defenses when performing particular actions in combat by withdrawing further into it. Its natural armor bonus increases by one when fighting defensively and by two when executing either the withdraw or the total defense actions.

Feat or higher HD ability?

When performing no actions in a round but movement the Torrenturtle may choose to gain from its shell total cover, but at encumbered speed.

inspired by the tower shield.
Maeglin_Dubh

04-03-08, 11:56 PM
Hardened Shell (Ex): This durable carapace grants a +1 natural armor bonus and offers the Torrenturtle improved defenses when performing particular actions in combat by withdrawing further into it. Its natural armor bonus increases by one when fighting defensively and by two when executing either the withdraw or the total defense actions.

Feat or higher HD ability?

When performing no actions in a round but movement the Torrenturtle may choose to gain from its shell total cover, but at encumbered speed.

inspired by the tower shield.

You could also look at the 'Turtling' ability of my Xiphosrans, which could probably use some cleaning itself in terms of language, but might also offer some ideas. *shrug*
Stado

04-04-08, 03:50 PM
Is it just me, or should the Florasaur's vine whip ability have a reach of 10 ft.? This seems to make sense to me. Additionally, as noted by someone else, the Charagon should probably have some fire resistance and cold vulnerability. The Torrenturtle's swim speed could probably do with a boost, also.
ADHadh

04-04-08, 04:42 PM
http://fc07.deviantart.com/fs25/f/2008/093/0/8/THE_OFFICIAL_MUDKIP_AVATAR_by_Chimpantal ones.gif


This thing raided deviantART on 1 April.

[link] (http://chimpantalones.deviantart.com/art/THE-OFFICIAL-MUDKIP-AVATAR-81733742)
Crimson_Concerto

04-05-08, 02:56 AM
Is it just me, or should the Florasaur's vine whip ability have a reach of 10 ft.? This seems to make sense to me.I think it's just you. :P
Besides, at that point it's gonna have at least a +1 LA and 2 racial HD. Reach is way too much for a +0 ECL creature, and for a small size one? Way too much.

Additionally, as noted by someone else, the Charagon should probably have some fire resistance and cold vulnerability.And as I've previously noted, there are plenty of fire creatures in D&D with little or even no resistance to fire (the Nightmare, for example), and it isn't any more necessary for Charmander... And even in the context of Pokemon the cold vulnerability doesn't make any sense. Ice type attacks aren't very effective against fire types. :P

The Torrenturtle's swim speed could probably do with a boost, also.Fair enough. I just looked at all the small creatures in the MM that I could find with a swim speed, and most of them are 30 ft. I don't think it would unbalance anything. :)
Crimson_Concerto

04-06-08, 04:20 AM
Added some racial feats, more probably to come. :)
Not so sure about how well they're balanced against their prerequisites, though. I was never good with balancing feats... :P
G_Mancer

04-06-08, 04:58 PM
Actually, Ice type attacks are Innefective against Fire types. it just so happen that alot of water pokemon are both Ice and Water. so if it has an ice attack, it might have Water also...
WebJiCi

04-08-08, 08:03 AM
RAZOR LEAF
Prerequisites: Florasaur, BAB +6
Benefit: You produce a Razor Leaf using the same action you take to attack with it. A Razor Leaf acts as a shuriken except that it deals slashing damage instead of piercing damage, and you do not need a free vine whip to attack with a Razor Leaf. A Razor Leaf is always destroyed after use. A Razor Leaf is a magical weapon without an enhancement bonus. This feat is a Supernatural ability.
Special: A Fighter may select Razor Leaf as one of his Fighter bonus feats.While I like the concept of those feats, I don't think it's balanced well enough compared to the other two. Flamethrower has a DC and Water Gun has a Bull Rush effect. How about that it deals 1d6 points of slashing damage per 2 HD and threatens a critical hit on a 19-20, or that you may launch 1 leaf per 2 HD as a standard action, dealing 1d6 points of slashing damage per hit and threatening a critical hit on a 19-20 ?
MadPrak_Mark2

04-08-08, 06:28 PM
For Razor Leaf, look at the spinagon's ability to throw shards or quills, or whatever. It's in Manual of the Planes and FC2.
Holy_Beholder

04-08-08, 11:04 PM
I think that racial classes would be a good idea, just they would have to be prestige classes, requiring about 6 BAB(Unless you also make bug pokemon, where they would only be 5 level classes requiring 2 BAB). About the one we already have: Might want to tone down solar beam, if it is accessable by level 10(It looked like a base class). 15d6 at level 10, in a 120 foot line is insane, unless you make someone charge up for 1 round before they use it. Maybe a psionic focus like ability?