I converted 141 monsters.

Ghost Pokemon

First nice job.
However I think it would make more sense if you changed the ghost pokemon to undead. You could make them "catchable" by having a special quality that makes them vulnerable to subdual damage or have them take real damage from pokeballs but get caught at 0hp by the same mechanic used in the Catch Construct feat.

The squirtles were a bunch of abandoned squirtles that formed a gang after the emotional trauma of being left out in the proverbial cold, and hence the alignment for squirtle should probably be usually neutral, like all the others, just as you wouldn't use the mafia as an example for the behavoir of the entire human race.
 

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Thank you.

What I would really like is a rules set where Undead can be affected by Subdual Damage in the first place. I mean, where would horror movies be if you couldn't knock down zombies and say "I think they're dead...." only to have them leap up and attack you again?

If it were up to me, Undead would be affected by critical hits and subdual damage - thereby allowing us to stake vampires and have to behead zombies before they stay dead for long (by letting zombies have Regeneration 2: Critical Hits). Furthermore, I'd have Undead be a subtype so that a Dracolich would still be a Dragon and a Lich would still vbe a Humanoid. And if we were doing something like that - I'd totally let some Pokemon be Undead.

But I was attempting to make this playable with the standard rules. And that means that if I let Gastly be an Undead, I'd have to allow people to catch vampires and death knights - and that would step on the toes of Necromancer characters and also potentially allow players to evolve other PCs - which is no good at all.

So even though in my own personal games Gastly is an Undead - the general release stuff has it as an Aberration.

-Frank
 


I'm afraid not. Several things have contributed to my laziness:

1> I don't actually have photoshop or know how to use it - the images were all done by my sister - and I now live at the University of California, and she lives at our parent's house. This makes coordinating the project slightly more difficult.

2> Until recently I haven't actually been sleeping - but since my Biochem and Genetics midterms are over, I just had a nap - meaning that I can probably do some work on D&D design stuff.

3> I've been working on a complete overhaul to simulate Final Fantasy (largely based on 1, 6, and Tactics).

This is a complete overhaul, which means among other things that it is not intended to be played with the Core Classes at all - which means that I am free to drop some of the things which annoy me most about the 3rd ediiton D&D (mostly how single classed warriors get screwed).

So I'm looking at 9 core classes, each going 10 levels:

Black Mage
Red Mage
White Mage
Gadgeteer
Summoner (based on Pokemaster)
Rogue
Fighter
Monk
Archer

With 36 Prestige Classes, each going five levels:

Mechanic
Saboteur
Sage
Sniper
Gunner
Hunter
Juggler
Ninja
Shifter
Magitech
Duelist
Knight
Pirate
General
Engineer
Dancer
Dragoon
Enchanter
Doppelganger
Illusionist
Artificer
Fire Breather
Rune Knight
Arcane Archer
Blue Mage
Assassin
DEmolitionist
Geomancer
Guardian Angel
Paladin
Druid
Necromancer
Bard
Chemist
Time Mage
Archmage

It's taking some time, actually.

Here are some of the design principles:

* I've dropped "expense" as a limiting factor entirely. Things which create permanent effects can only be done a maximum number of times (so you'd have to disassemble some of your continual light sources if you wanted to make another one), and some spells can only be prepared once at a time.

* It is no longer possible to transform yourself into a monster and gain its stat line. The Doppelganger can look like anybody and doesn't change stat line at all - while the Shifter can turn into a series of big monsters which give specific bonuses (not unlike a Barbarian's Rage ability).

* I'm trying to make multiclassing as balanced as possible - doing my part to attempt to fix the multiclassed spellcaster problem as well as the single classed warrior problem. In keeping with these ideals, BAB is handled in fractions and adds between classes (so a Black Mage 1/ White Mage 1 still has a BAB of +1). Further, Saves are handled the same way - characters get 3/4 or 1/2 added to each save each level.

* All forms of "Mage" add to the same basic caster prgoression, with exotic spells becoming available as you take levels of specific classes (like in Monte Cook's Arcana Unearthed). For example: the Blue Mage class gives you access to a short list of spells every level which all replicate monster abilities - while the White Mage class allows you to gain a number of powerful healing and abjuration spells that otherwise are not on your spell list.

* All of the basic Warrior style classes give abilities and BAB every single level - and those abilities are set in such a way that they are intended to stack meaningfully.

It's a lot of conceptual work, actually.

-Frank
 

Ghost Pokemon

One thought for the ghost pokemon is that you could make a special subtype (like pokeghost) and have creatures of that subtype count as pokemon, thus allowing ghastly to be hurt by a disrupt undead spell without letting Ash battle a Feraligator with a vampire spawn.
 

Also, I think you should remove lickitung's "eat anything" ability. The creature is not cabable of digesting everything within 30 minutes, it just tries to eat anything that looks appealing. It clearly coughed up the fake designer clothes Jesse bought because they didn't agree with it, and I doubt anything incapable of digesting cheap garments would have the ability to stomach a wand of wonder or a deck of many things.
 

DonaldRumsfeldsTofu said:
I'm severely tempted to put these in my campaign, but the players would ****ing kill me.

Well you could always add a template to one of them and get something completely insane that your players won't recognize.

Case in point, here's some thing I did with the charizard. First, I bulletproofed the stats and made sure they were completely 3.5E.

Charizard (3.5E)
Large Dragon (Fire)
Hit Dice: 13d12+39 (123 hp)
Initiative: +0 (+0 Dex)
Speed: 40 ft, fly 150 ft. (poor)
AC: 22 (-1 size, +13 natural), touch 9, flat-footed 22
Base Attack/Grapple: +13/+24
Attack: Bite +19 melee (2d6+7)
Full Attack: Bite +19 melee (2d6+7) and 2 claws +14 melee (1d8+3) and 2 wings +14 melee (1d6+3) and tail slap +14 melee (1d8+10)
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Breath weapon, ember, frightful presence
Special Qualities: Blindsense, fire and cold resistance 20, keen senses
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 25 (+7), Dex 10 (+0), Con 17 (+3), Int 9 (-1), Wis 10 (+0), Cha 10 (+0)
Skills: Bluff +16, Concentration +11, Jump +20, Listen +16, Spot +16, Tumble +9
Feats: Power Attack, Improved Bullrush, Improved Overrun

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 11
Treasure: Double standard
Alignment: Often chaotic neutral
Advancement: HD 14-20 (Large)

Combat

Blindsense (Ex): Charizards can pinpoint creatures within a distance of 60 feet. Opponents the charizard can’t actually see still have total concealment against the creature.

Breath Weapon (Su): 40 ft. cone of fire, 13d10 damage, reflex save half (DC 16).

Ember (Sp): As produce flame cast by a 13th-level druid, at will.

Frightful Presence (Ex): A charizard can unsettle foes with its mere presence. The ability takes effect automatically whenever the charizard attacks, charges, or flies overhead. Creatures within a radius of 90 feet are subject to the effect if they have fewer than 13 HD. A potentially affected creature that succeeds on a Will save (DC 16) remains immune to that charizard's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Charizards ignore the frightful presence of other dragons.

Keen Senses (Ex): A charizard sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills: A charizard has the Jump skill for free at 1 rank per hit die.

Then I added the Insectile template from Savage Species...

Insectile Charizard
Large Aberration (Fire)
Hit Dice: 13d12+39 (123 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft, climb 40 ft., fly 150 ft. (poor)
AC: 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 26
Base Attack/Grapple: +13/+24
Attack: Bite +19 melee (2d6+7)
Full Attack: Bite +19 melee (2d6+7) and 2 claws +14 melee (1d8+3) and 2 wings +14 melee (1d6+3) and tail slap +14 melee (1d8+10)
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Breath weapon, ember, frightful presence
Special Qualities: Blindsense, fire and cold resistance 20, keen senses, tremorsense, wide vision
Saves: Fort +11, Ref +10, Will +9
Abilities: Str 25 (+7), Dex 14 (+2), Con 17 (+3), Int 9 (-1), Wis 12 (+1), Cha 10 (+0)
Skills: Bluff +16, Concentration +11, Jump +20, Listen +17, Spot +21, Tumble +11
Feats: Power Attack, Improved Bullrush, Improved Overrun

Climate/Terrain: Any non-aquatic and underground
Organization: Solitary
Challenge Rating: 12
Treasure: Double standard
Alignment: Often chaotic neutral
Advancement: HD 14-20 (Large)

Combat

Blindsense (Ex): Insectile charizards can pinpoint creatures within a distance of 60 feet. Opponents the insectile charizard can’t actually see still have total concealment against the creature, unless the creature is in contact with the ground (see under tremorsense below).

Breath Weapon (Su): 40 ft. cone of fire, 13d10 damage, reflex save half (DC 16).

Ember (Sp): As produce flame cast by a 13th-level druid, at will.

Frightful Presence (Ex): An insectile charizard can unsettle foes with its mere presence. The ability takes effect automatically whenever the insectile charizard attacks, charges, or flies overhead. Creatures within a radius of 90 feet are subject to the effect if they have fewer than 13 HD. A potentially affected creature that succeeds on a Will save (DC 16) remains immune to that insectile charizard's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Insectile charizards ignore the frightful presence of other insectile charizards and dragons.

Keen Senses (Ex): An insectile charizard sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Tremorsense (Ex): An insectile charizard can automatically sense the location of anything within 60 feet that is in contact with the ground.

Wide Vision (Ex): Because of its multiple eyes and wide angle of vision, an insectile charizard has a +4 racial bonus on Spot checks and cannot be flanked.

Skills: An insectile charizard has the Jump skill for free at 1 rank per hit die.

Now, all you would need is to think of a unique name for the new critter that wouldn't give away its pokemon heritage. I reccomend both Savage Species and the Book of Templates: Deluxe Edition for great ways to twist pokemon conversions into something completely unique for your campaign.

Cheers!

KF72

Anyway, just a thought.
 
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Another pokemon twisted with templates!

Gigantic template from Book of Templates: Deluxe Editon by Silverthorne Games.

Black Dracocat (Persian + Gigantic + Half-Black Dragon)
Large Dragon (Water)
Hit Dice: 20d12+40 (170 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 50 ft., fly 50 ft. (average)
AC: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +20/+33
Attack: Claw +28 melee (1d6+13)
Full Attack: 2 claws +28 melee (1d6+9) and bite +26 melee (1d8+4)
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Breath weapon, payday
Special Qualities: Acid immunity, darkvision 60 ft., low-light vision, immune to sleep and paralysis effects
Saves: Fort +14, Ref +15, Will +9
Abilities: Str 29 (+9), Dex 17 (+3), Con 14 (+2), Int 7 (-2), Wis 13 (+1), Cha 8 (-1)
Skills: Balance +8, Climb +14, Hide +8, Listen +24, Move Silently +8, Search +21, Sleight of Hand +6, Spot +24
Feats: Dodge, Improved Initiative, Iron Will, Flyby Attack, Multiattack, Snatch, Wingover

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 13
Treasure: Coins (x5); double gems
Alignment: Always chaotic evil
Advancement: NA

A black dracocat looks like a large black-scaled dragon with feline features. The creature has large wings, which allows it to fly. This creature has a greedy streak and loves to collect coins and gems in its watery lair.

Black dracocats speak Draconic.

Combat
Black dracocats attack strong opponents with its special payday attack trying to inflict as much damage as it can. If the creature kills its opponents it will eat their corpses and gather up all the coins it generated and take them back to its horde. If the creature is ravenous, it will simply attack with its regular melee attacks.

Breath Weapon (Su): 60-ft. line of acid, 6d4 points of damage; reflex save for half damage (DC 17).

Payday (Su): A black dracocat can hit people until money comes out. As a standard action, a black dracocat makes a regular +28 melee attack roll. If successful, the black dracocat inflicts 1d8 damage per HD plus its Charisma modifier. Furthermore, a number of copper pieces equal to the amount of damage inflicted fly out of the target in every direction (they inflict no damage, they just fall within 10 ft. of the target). If the black dracocat inflicts more than 30 damage, it can instead generate half the damage as silver coins, if it inflicts more than 40 damage it can instead make 1/3 the damage in gold coins.

Skills: Black dracocats receive a +4 racial bonus to Hide, Move Silently, Listen, Sleight of Hand, and Spot, and a +8 racial bonus to Balance and Search.
 
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