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.