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[Recruitment] Battles & Badges: Pokemon 4e Playtest
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<blockquote data-quote="Rathan" data-source="post: 5121623" data-attributes="member: 1322"><p>Ok.... Color me interested..... I see it as more of a mauve color in fact.. LOL</p><p></p><p>sadly... pokemon is one of my favorite games to play on my DS just because I love leveling and evolving my pokemon as I go.... I tend to be one of more defense and evolution than full out offense... so I'll get to trying to make a trainer as soon as possible.</p><p></p><p>I do hope you've strayed a bit and given some of the pokemon some new powers so we're not just playing with the same old pokemon with the same old powers though. New and exciting = better!</p><p></p><p>EDIT: Here's mt trainer and pokemon hopefully I did this right! LOL</p><p></p><p>[sblock=Jorrin Freeman]</p><p><strong>Name:</strong> Jorrin Freeman</p><p><strong>Class:</strong> Evolver</p><p></p><p><strong>Str:</strong> 14 +2 [7 Points]</p><p><strong>Con:</strong> 16 +3 [11 Points]</p><p><strong>Dex:</strong> 10 +0 [2 Points]</p><p><strong>Int:</strong> 10 +0 [2 Points]</p><p><strong>Wis:</strong> 14 +2 [7 Points]</p><p><strong>Cha:</strong> 11 +0 [3 Points]</p><p></p><p><em><strong>Trained Skills:</strong></em></p><p><strong>Endurance</strong> <em>(Con)</em> +8</p><p><strong>Heal</strong> <em>(Wis)</em> +7</p><p><strong>Insight</strong> <em>(Wis)</em> +7</p><p><strong>Perception</strong> <em>(Wis)</em> +7</p><p><strong>Nature</strong> <em>(Wis)</em> +7</p><p></p><p><em><strong>Trainer Feats:</strong></em></p><p>Combat Medic</p><p></p><p><strong><em>Equipment:</em></strong></p><p>Standard trainer’s kit (40 pd)</p><p></p><p><strong><em>Features:</em></strong></p><p><em>Concentration:</em> Once per encounter, when you fail a skill check, you can gain a bonus to that skill check equal to your Constitution modifier.</p><p></p><p><em>Offensive Defense:</em> Each of your Pokémon has a trainer bonus to its Fortitude defense equal to your Strength modifier.</p><p></p><p><em>(Chosen) Instinctive Strategy:</em> At the beginning of each of your Pokémon’s turns, it can make a number of saving throws equal to your Wisdom modifier. If it succeeds on any of those saving throws, the effect it succeeded against does not affect it this turn. If it fails on any of those saving throws, it cannot make a saving throw against that effect at the end of its turn.</p><p></p><p><em>Patient Resilience:</em> The first time one of your Pokémon is injured during an encounter, it gains temporary hit points equal to 2 + your Constitution modifier. The temporary hit points increase to 7 + your Constitution modifier at 11th level and to 12 + your Constitution modifier at 21st level.</p><p></p><p><em>Swift Comeback:</em> Each of your Pokémon can use its second wind as a minor action instead of a standard action.</p><p></p><p><em>Evolver’s Preparation:</em> Each of your Pokémon has the evolver’s preparation power.</p><p></p><p>[sblock=Squirtle]</p><p></p><p><strong><span style="color: aqua">Squirtle</span></strong></p><p><strong><em>Level 1</em></strong></p><p><strong>Role:</strong> Leader and Defender</p><p><strong>Type:</strong> Water</p><p></p><p><strong>Str:</strong> 12 +1 [2 Points]</p><p><strong>Con:</strong> 14 +2 [5 Points]</p><p><strong>Dex:</strong> 10 +0 [0 Points]</p><p><strong>Int:</strong> 16 +3 [9 Points]</p><p><strong>Wis:</strong> 12 +1 [2 Points]</p><p><strong>Cha:</strong> 12 +1 [2 Points]</p><p></p><p><strong>Size:</strong> Small</p><p><strong>Speed:</strong> 5 squares</p><p><strong>Vision:</strong> Normal</p><p></p><p><strong>HP:</strong> 28</p><p><strong>HP Gained Per Level:</strong> 5</p><p><strong>Healing Surges:</strong> 10</p><p><strong>Surge Value:</strong> 7</p><p></p><p><strong>Defenses:</strong></p><p><strong>AC:</strong> 19 [10 Base, +6 AC Bonus, +3 Int Mod]</p><p><strong>Fort:</strong> 15 [10 Base, +1 Racial, +2 Con, +2 Trainer Bonus]</p><p><strong>Refl:</strong> 14 [10 Base, +3 Racial, +3 Int]</p><p><strong>Will:</strong> 11 [10 Base, +1 Wis]</p><p></p><p><strong>Feats:</strong> Painful Pop</p><p></p><p><strong>Squirtle Features:</strong></p><p><em>Bubble Shield:</em> You gain the bubble shield power.</p><p><em>Healing Bubbles:</em> You gain the healing bubbles</p><p>power.</p><p><em>Squirtle’s Guidance:</em> You gain the Squirtle’s</p><p>guidance power.</p><p><em>(Chosen) Bubble Strategy:</em> Any ally adjacent to you</p><p>gains additional hit points equal to your Wisdom</p><p>modifier when he or she uses second wind or when</p><p>you use a healing power on him or her.</p><p></p><p>[sblock=Powers<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p><span style="color: green">At-Will:</span></p><p></p><p><span style="color: green">Bubble Shield (Squirtle Feature)</span></p><p>At-Will * Healing, Special</p><p>Opportunity Action Melee 1</p><p>Trigger: An enemy leaves a square adjacent to you without shifting</p><p>Target: The triggering enemy</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 1d8 + Int modifier damage.</p><p>Effect: One ally within 5 squares of you regains hit points equal to your Intelligence modifier.</p><p>Level 11: 3 + your Intelligence modifier hit points.</p><p>Level 21: 6 + your Intelligence modifier hit points.</p><p></p><p><span style="color: green">Water Gun (Squirtle Attack 1)</span></p><p>At-Will * Special, Water</p><p>Standard Action Ranged 5</p><p>Target: One Pokémon</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 1d6 + Intelligence modifier water damage, and one ally within a number of squares equal to your</p><p>Wisdom modifier of the target can make a saving throw.</p><p>Level 21: 2d6 + Intelligence modifier water damage.</p><p></p><p><span style="color: green">Bubble Barrage (Squirtle Attack 1)</span></p><p>At-Will * Special, Water</p><p>Standard Action Close blast 1</p><p>Target: Each Pokémon in blast</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 1d8 + Intelligence modifier water damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.</p><p>Level 21: 2d6 + Intelligence modifier water damage.</p><p></p><p><span style="color: red">Encounter:</span></p><p></p><p><span style="color: red">Evolver’s Preparation (Evolver Trainer Power)</span></p><p>Encounter</p><p>Free Action Personal</p><p>Trigger: You are hit by an attack.</p><p>Effect: Add 1d6 to the defenses targeted by the triggering attack for the duration of that attack.</p><p></p><p><span style="color: red">Squirtle’s Guidance (Squirtle Feature)</span></p><p>Encounter</p><p>Free Action Close burst 10</p><p>Target: Each ally in burst</p><p>Effect: Until the end of your next turn, each target gains a power bonus to each of their defenses equal to your Charisma modifier.</p><p></p><p><span style="color: red">Bubble Burst (Squirtle Attack 1)</span></p><p>Encounter * Special, Water</p><p>Standard Action Close burst 1</p><p>Target: Each enemy in burst</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 1d6 + Intelligence modifier water damage, and</p><p>you push the target 1 square.</p><p>Effect: Each ally in the blast regains 2 hit points.</p><p>Bubble Strategy: The hit points your allies regainequal 2 + your Wisdom modifier.</p><p></p><p><span style="color: red">Healing Bubbles (Squirtle Feature)</span></p><p>Encounter (Special) * Healing</p><p>Minor Action Close burst 5 (10 at 11th</p><p>level, 15 at 21st level)</p><p>Target: You or one ally in burst</p><p>Effect: The target can spend a healing surge, and</p><p>you or an ally within range besides the target regains</p><p>1d6 hit points.</p><p>Level 6: 2d6 hit points.</p><p>Level 11: 3d6 hit points.</p><p>Level 16: 4d6 hit points.</p><p>Level 21: 5d6 hit points.</p><p>Level 26: 6d6 hit points.</p><p>Special: You can use this power twice per encounter. At 16th level, you can use this power three times per encounter. </p><p>You can only use this power once per round.</p><p></p><p><span style="color: Grey">Daily:</span></p><p></p><p><span style="color: Grey">Healing Flood (Squirtle Attack 1)</span></p><p>Daily * Healing, Special, Water</p><p>Standard Action Close burst 5</p><p>Target: Each enemy in burst</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 1d8 + Intelligence modifier water damage.</p><p>Miss: Half damage.</p><p>Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. </p><p>As a minor action, a character can end this effect on himself or herself to regain 10 hit points.[/sblock][/sblock]</p><p></p><p>[sblock=Pichu]</p><p><strong><span style="color: Yellow">Pichu</span></strong></p><p><strong>Level 1</strong></p><p><strong>Role:</strong> Striker</p><p><strong>Type:</strong> Electric</p><p></p><p><strong>Str:</strong> 10 +0 [0 Points]</p><p><strong>Con:</strong> 11 +0 [1 Point]</p><p><strong>Dex:</strong> 16 +3 [9 Points]</p><p><strong>Int:</strong> 14 +2 [5 Points]</p><p><strong>Wis:</strong> 14 +2 [5 Points]</p><p><strong>Cha:</strong> 10 +0 [0 Points]</p><p></p><p><strong>Size:</strong> Small</p><p><strong>Speed:</strong> 7 squares</p><p><strong>Vision:</strong> Low-light</p><p></p><p><strong>HP:</strong> 23 / 23</p><p><strong>HP Gained Per Level:</strong> 5</p><p><strong>Surges Per Day:</strong> 7</p><p><strong>Surge Value:</strong> 5</p><p></p><p><strong>Defenses:</strong></p><p><strong>AC:</strong> 15</p><p><strong>Fort:</strong> 12</p><p><strong>Refl:</strong> 15</p><p><strong>Will:</strong> 12</p><p></p><p><strong>Features:</strong></p><p><em>Grounding Tail:</em> You have resist 5 electric damage.</p><p>The resistance increases to 10 at 11th level and 15 at 21st level.</p><p><em>Lightning Shift:</em> You gain the lightning shift power.</p><p><em>Bolt Strategy:</em> When you use a melee or ranged Pichu attack with the special keyword, you gain a bonus to the damage rolls equal to your Intelligence modifier against targets who are not adjacent to any of your enemies.</p><p><em>Static Charge:</em> You have the static charge power.</p><p></p><p><strong>Physical Weapons:</strong> Paw</p><p><strong>Special Weapons:</strong> Lighting, Thunder</p><p></p><p><strong>Feats:</strong> Chain Lightning</p><p><em>Prerequisite:</em> Pichu, Bolt Strategy feature</p><p><em>Benefit:</em> Whenever you hit a Pokémon with a melee or ranged attack with the special keyword, you can deal 2 electric damage to a Pokémon within 5 squares of the target after the attack.</p><p></p><p>[sblock=Powers]</p><p><strong>Powers:</strong></p><p></p><p><span style="color: green">Lightning Shift (Pichu Feature)</span></p><p>At-Will * Electric</p><p>Move Action Personal</p><p>Effect: You shift 3 squares. During this movement, you gain resist 4 + Constitution modifier to all damage.</p><p>Level 11: Resist 8 + Constitution modifier.</p><p>Level 21: Resist 12 + Constitution modifier.</p><p></p><p><span style="color: green">Static Charge (Pichu Feature)</span></p><p>At-Will</p><p>Free Action (Special) Close burst 10</p><p>Target: One enemy you can see in burst</p><p>Effect: You subject the target to your charge. If any of your charges are already on the target, you subject it to an additional charge, up to a maximum of four. The charges last until you discharge them or until the end of the encounter.</p><p>Before you make an attack roll against the target, you choose to discharge either all your charges on it or none of them. If you discharge your charges, the attack deals 1d6 damage per charge, minus one charge if the attack misses, and all your charges then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.</p><p>Level 11: 1d6 + 3 per charge.</p><p>Level 21: 1d6 + 6 per charge.</p><p>Special: You can use this power only on your turn and only once per turn.</p><p></p><p><span style="color: green">Static Bolt (Pichu Attack 1)</span></p><p>At-Will * Electric, Special</p><p>Standard Action Ranged 5</p><p>Target: One Pokémon</p><p>Attack: Dexterity vs. Fortitude</p><p>Hit: 1d8 + Dexterity modifier electric damage, and the target takes a penalty to speed equal to your Intelligence modifier until the end of your next turn. The target’s speed cannot drop below 2 due to this power.</p><p>Level 21: 2d8 + Dexterity modifier electric damage.</p><p></p><p><span style="color: green">Thunderwave (Pichu Attack 1)</span></p><p>At-Will * Electric, Special</p><p>Standard Action Close blast 3</p><p>Target: Each enemy in blast</p><p>Attack: Dexterity vs. Fortitude</p><p>Hit: 1d6 + Dexterity modifier electric damage, and you can push each target a number of squares equal to your Wisdom modifier.</p><p>Level 21: 2d6 + Dexterity modifier electric damage.</p><p></p><p><span style="color: red">Evolver’s Preparation (Evolver Trainer Power)</span></p><p>Encounter</p><p>Free Action Personal</p><p>Trigger: You are hit by an attack.</p><p>Effect: Add 1d6 to the defenses targeted by the triggering attack for the duration of that attack.</p><p></p><p><span style="color: red">Paralyzing Bolt (Pichu Attack 1)</span></p><p>Encounter * Electric, Special</p><p>Standard Action Ranged 5</p><p>Target: One Pokémon</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: 1d10 + Dexterity modifier electric damage, and the target is immobilized (save ends).</p><p>Bolt Strategy: The target takes a penalty to saving throws against this effect equal to your Intelligence modifier.</p><p></p><p><span style="color: grey">Lightning Bolt (Pichu Attack 1)</span></p><p>Daily * Electric, Special</p><p>Standard Action Ranged 5</p><p>Target: One Pokémon</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: 2d8 + Dexterity modifier electric damage.</p><p>Miss: Half damage.</p><p>Effect: Make a secondary attack in a close burst 1 centered on the target.</p><p>Secondary Target: Each enemy in burst</p><p>Secondary Attack: Dexterity vs. Fortitude</p><p>Hit: 1d8 + Dexterity modifier electric damage.[/sblock]</p><p>[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Rathan, post: 5121623, member: 1322"] Ok.... Color me interested..... I see it as more of a mauve color in fact.. LOL sadly... pokemon is one of my favorite games to play on my DS just because I love leveling and evolving my pokemon as I go.... I tend to be one of more defense and evolution than full out offense... so I'll get to trying to make a trainer as soon as possible. I do hope you've strayed a bit and given some of the pokemon some new powers so we're not just playing with the same old pokemon with the same old powers though. New and exciting = better! EDIT: Here's mt trainer and pokemon hopefully I did this right! LOL [sblock=Jorrin Freeman] [B]Name:[/B] Jorrin Freeman [B]Class:[/B] Evolver [B]Str:[/B] 14 +2 [7 Points] [B]Con:[/B] 16 +3 [11 Points] [B]Dex:[/B] 10 +0 [2 Points] [B]Int:[/B] 10 +0 [2 Points] [B]Wis:[/B] 14 +2 [7 Points] [B]Cha:[/B] 11 +0 [3 Points] [i][b]Trained Skills:[/b][/i] [B]Endurance[/B] [I](Con)[/I] +8 [B]Heal[/B] [I](Wis)[/I] +7 [B]Insight[/B] [I](Wis)[/I] +7 [B]Perception[/B] [I](Wis)[/I] +7 [B]Nature[/B] [I](Wis)[/I] +7 [i][b]Trainer Feats:[/b][/i][b][/b] Combat Medic [b][i]Equipment:[/i][/b] Standard trainer’s kit (40 pd) [b][i]Features:[/i][/b] [I]Concentration:[/I] Once per encounter, when you fail a skill check, you can gain a bonus to that skill check equal to your Constitution modifier. [I]Offensive Defense:[/I] Each of your Pokémon has a trainer bonus to its Fortitude defense equal to your Strength modifier. [I](Chosen) Instinctive Strategy:[/I] At the beginning of each of your Pokémon’s turns, it can make a number of saving throws equal to your Wisdom modifier. If it succeeds on any of those saving throws, the effect it succeeded against does not affect it this turn. If it fails on any of those saving throws, it cannot make a saving throw against that effect at the end of its turn. [I]Patient Resilience:[/I] The first time one of your Pokémon is injured during an encounter, it gains temporary hit points equal to 2 + your Constitution modifier. The temporary hit points increase to 7 + your Constitution modifier at 11th level and to 12 + your Constitution modifier at 21st level. [I]Swift Comeback:[/I] Each of your Pokémon can use its second wind as a minor action instead of a standard action. [I]Evolver’s Preparation:[/I] Each of your Pokémon has the evolver’s preparation power. [sblock=Squirtle] [B][color=aqua]Squirtle[/color][/B] [B][I]Level 1[/I][/B] [B]Role:[/B] Leader and Defender [B]Type:[/B] Water [B]Str:[/B] 12 +1 [2 Points] [B]Con:[/B] 14 +2 [5 Points] [B]Dex:[/B] 10 +0 [0 Points] [B]Int:[/B] 16 +3 [9 Points] [B]Wis:[/B] 12 +1 [2 Points] [B]Cha:[/B] 12 +1 [2 Points] [B]Size:[/B] Small [B]Speed:[/B] 5 squares [B]Vision:[/B] Normal [B]HP:[/B] 28 [B]HP Gained Per Level:[/B] 5 [B]Healing Surges:[/B] 10 [B]Surge Value:[/B] 7 [B]Defenses:[/B] [B]AC:[/B] 19 [10 Base, +6 AC Bonus, +3 Int Mod] [B]Fort:[/B] 15 [10 Base, +1 Racial, +2 Con, +2 Trainer Bonus] [B]Refl:[/B] 14 [10 Base, +3 Racial, +3 Int] [B]Will:[/B] 11 [10 Base, +1 Wis] [B]Feats:[/B] Painful Pop [B]Squirtle Features:[/B] [I]Bubble Shield:[/I] You gain the bubble shield power. [I]Healing Bubbles:[/I] You gain the healing bubbles power. [I]Squirtle’s Guidance:[/I] You gain the Squirtle’s guidance power. [I](Chosen) Bubble Strategy:[/I] Any ally adjacent to you gains additional hit points equal to your Wisdom modifier when he or she uses second wind or when you use a healing power on him or her. [sblock=Powers:] [color=green]At-Will:[/color] [color=green]Bubble Shield (Squirtle Feature)[/color] At-Will * Healing, Special Opportunity Action Melee 1 Trigger: An enemy leaves a square adjacent to you without shifting Target: The triggering enemy Attack: Intelligence vs. Reflex Hit: 1d8 + Int modifier damage. Effect: One ally within 5 squares of you regains hit points equal to your Intelligence modifier. Level 11: 3 + your Intelligence modifier hit points. Level 21: 6 + your Intelligence modifier hit points. [color=green]Water Gun (Squirtle Attack 1)[/color] At-Will * Special, Water Standard Action Ranged 5 Target: One Pokémon Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier water damage, and one ally within a number of squares equal to your Wisdom modifier of the target can make a saving throw. Level 21: 2d6 + Intelligence modifier water damage. [color=green]Bubble Barrage (Squirtle Attack 1)[/color] At-Will * Special, Water Standard Action Close blast 1 Target: Each Pokémon in blast Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier water damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Intelligence modifier water damage. [color=red]Encounter:[/color] [color=red]Evolver’s Preparation (Evolver Trainer Power)[/color] Encounter Free Action Personal Trigger: You are hit by an attack. Effect: Add 1d6 to the defenses targeted by the triggering attack for the duration of that attack. [color=red]Squirtle’s Guidance (Squirtle Feature)[/color] Encounter Free Action Close burst 10 Target: Each ally in burst Effect: Until the end of your next turn, each target gains a power bonus to each of their defenses equal to your Charisma modifier. [color=red]Bubble Burst (Squirtle Attack 1)[/color] Encounter * Special, Water Standard Action Close burst 1 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier water damage, and you push the target 1 square. Effect: Each ally in the blast regains 2 hit points. Bubble Strategy: The hit points your allies regainequal 2 + your Wisdom modifier. [color=red]Healing Bubbles (Squirtle Feature)[/color] Encounter (Special) * Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge, and you or an ally within range besides the target regains 1d6 hit points. Level 6: 2d6 hit points. Level 11: 3d6 hit points. Level 16: 4d6 hit points. Level 21: 5d6 hit points. Level 26: 6d6 hit points. Special: You can use this power twice per encounter. At 16th level, you can use this power three times per encounter. You can only use this power once per round. [color=Grey]Daily:[/color] [color=Grey]Healing Flood (Squirtle Attack 1)[/color] Daily * Healing, Special, Water Standard Action Close burst 5 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier water damage. Miss: Half damage. Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.[/sblock][/sblock] [sblock=Pichu] [B][COLOR="Yellow"]Pichu[/COLOR][/B] [B]Level 1[/B] [B]Role:[/B] Striker [B]Type:[/B] Electric [B]Str:[/B] 10 +0 [0 Points] [B]Con:[/B] 11 +0 [1 Point] [B]Dex:[/B] 16 +3 [9 Points] [B]Int:[/B] 14 +2 [5 Points] [B]Wis:[/B] 14 +2 [5 Points] [B]Cha:[/B] 10 +0 [0 Points] [B]Size:[/B] Small [B]Speed:[/B] 7 squares [B]Vision:[/B] Low-light [B]HP:[/B] 23 / 23 [B]HP Gained Per Level:[/B] 5 [B]Surges Per Day:[/B] 7 [B]Surge Value:[/B] 5 [B]Defenses:[/B] [B]AC:[/B] 15 [B]Fort:[/B] 12 [B]Refl:[/B] 15 [B]Will:[/B] 12 [B]Features:[/B] [I]Grounding Tail:[/I] You have resist 5 electric damage. The resistance increases to 10 at 11th level and 15 at 21st level. [I]Lightning Shift:[/I] You gain the lightning shift power. [I]Bolt Strategy:[/I] When you use a melee or ranged Pichu attack with the special keyword, you gain a bonus to the damage rolls equal to your Intelligence modifier against targets who are not adjacent to any of your enemies. [I]Static Charge:[/I] You have the static charge power. [B]Physical Weapons:[/B] Paw [B]Special Weapons:[/B] Lighting, Thunder [B]Feats:[/B] Chain Lightning [I]Prerequisite:[/I] Pichu, Bolt Strategy feature [I]Benefit:[/I] Whenever you hit a Pokémon with a melee or ranged attack with the special keyword, you can deal 2 electric damage to a Pokémon within 5 squares of the target after the attack. [sblock=Powers] [B]Powers:[/B] [color=green]Lightning Shift (Pichu Feature)[/color] At-Will * Electric Move Action Personal Effect: You shift 3 squares. During this movement, you gain resist 4 + Constitution modifier to all damage. Level 11: Resist 8 + Constitution modifier. Level 21: Resist 12 + Constitution modifier. [color=green]Static Charge (Pichu Feature)[/color] At-Will Free Action (Special) Close burst 10 Target: One enemy you can see in burst Effect: You subject the target to your charge. If any of your charges are already on the target, you subject it to an additional charge, up to a maximum of four. The charges last until you discharge them or until the end of the encounter. Before you make an attack roll against the target, you choose to discharge either all your charges on it or none of them. If you discharge your charges, the attack deals 1d6 damage per charge, minus one charge if the attack misses, and all your charges then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any. Level 11: 1d6 + 3 per charge. Level 21: 1d6 + 6 per charge. Special: You can use this power only on your turn and only once per turn. [color=green]Static Bolt (Pichu Attack 1)[/color] At-Will * Electric, Special Standard Action Ranged 5 Target: One Pokémon Attack: Dexterity vs. Fortitude Hit: 1d8 + Dexterity modifier electric damage, and the target takes a penalty to speed equal to your Intelligence modifier until the end of your next turn. The target’s speed cannot drop below 2 due to this power. Level 21: 2d8 + Dexterity modifier electric damage. [color=green]Thunderwave (Pichu Attack 1)[/color] At-Will * Electric, Special Standard Action Close blast 3 Target: Each enemy in blast Attack: Dexterity vs. Fortitude Hit: 1d6 + Dexterity modifier electric damage, and you can push each target a number of squares equal to your Wisdom modifier. Level 21: 2d6 + Dexterity modifier electric damage. [color=red]Evolver’s Preparation (Evolver Trainer Power)[/color] Encounter Free Action Personal Trigger: You are hit by an attack. Effect: Add 1d6 to the defenses targeted by the triggering attack for the duration of that attack. [color=red]Paralyzing Bolt (Pichu Attack 1)[/color] Encounter * Electric, Special Standard Action Ranged 5 Target: One Pokémon Attack: Dexterity vs. Reflex Hit: 1d10 + Dexterity modifier electric damage, and the target is immobilized (save ends). Bolt Strategy: The target takes a penalty to saving throws against this effect equal to your Intelligence modifier. [color=grey]Lightning Bolt (Pichu Attack 1)[/color] Daily * Electric, Special Standard Action Ranged 5 Target: One Pokémon Attack: Dexterity vs. Reflex Hit: 2d8 + Dexterity modifier electric damage. Miss: Half damage. Effect: Make a secondary attack in a close burst 1 centered on the target. Secondary Target: Each enemy in burst Secondary Attack: Dexterity vs. Fortitude Hit: 1d8 + Dexterity modifier electric damage.[/sblock] [/sblock][/sblock] [/QUOTE]
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