Hooded Man

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19 posts (106 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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Heyo, a friend forwarded me to this page, totally interested. If you still have room, I'm looking up some ideas to put together a druid. I should have it submitted to see what you think within an hour or two.


Oh, one more thing, and sorry for all the questions: For all the scrolls that I bought that are off my spell list, could I pay half price for them since I have the scribe scroll feat and it says that you must expend raw materials costing half the price of the scroll?


+4 from dexterity, +4 from improved initiative, +4 from my familiar, +2 from an alternate racial feature (fleet-footed), and +1 from the dusty rose prism ioun stone. Fairly certain those all stack, but I'll go double-check the familiar and ioun stone since they're probably the only questionable stackers. I miss that additional +2 from reactionary, but your perceptive trait is pretty snazzy so that works out. XD
Noted on the wands, future solution to the protection thing: Save up 3k and snag all four!

Op, I also realized that I forgot my fifth level bonus feat! I'll edit that into the ol profile. It's been a while since I've played (I almost always DM) so I miss little details from time to time during character creation.


One last question: Suppose I were to make a scroll or wand of Protection from Alignment, would I have to choose the alignment at the time of making the item, or at the time of activating the item?

Other than a few scroll decisions, here is my character,

History:

Illenara was born in the forests near Kyonin to elves of little consequence. She was an unexpected early birth, so her parents had no help with the process. Her mother died during childbirth, and her father died immediately afterwards due to stress and an unforeseen heart condition, leaving her alone as an infant. No one was sure how she came to appear on Elithan Mermrose’s doorstep, but the blind old hermit took it upon himself to raise her, despite his failing mental and physical health.

Illenara lead a secluded life with Elithan until she was sixteen years old and Elithan passed away During that time, she never had contact with any other elves, nor did she venture very far from her home. She didn’t even have a name other than Little Rabbit until she was five and decided to name herself. Elithan was able keep her basic needs met, but ultimately she was on her own for those years.

Alone once more, Illenara had nowhere to go but the nearby big city. She had never learned any social conduct at all due to her years of isolation, so she struggled to make friends and to find a place to live. After repeated failures, she gave up and decided to live in one of the city parks. Illenara didn’t mind it at all, she didn’t know what she was missing and she was used to mediocre living conditions. She used the local pond to bathe (out of sight once local authorities reprimanded her for indecent exposure), foraged for fruits and stray foods when she was hungry, and slept nestled away in the hollows of trees when the weather became harsh. Most people didn’t mind her living there since she didn’t harm anyone or anything. She did try to talk to people, and she did get a few laughs from playing pranks on them, but the authorities didn’t see it as enough of a problem to warrant disciplinary action. Illenara awkwardly adapted to this new concept of society for three years before meeting a wizard named Keldaraen.

Unlike most of Kyonin’s elves, Keldaraen was not taken aback by her strange behavior at all. He found her to be quite endearing, and they spoke at length about many things. He sensed a strong and capable mind in Illenara, so before they parted ways he leant her a book to read. It was the first book that she had ever held, and so she took to reading it night and day, exploring the wonderful worlds that she found within the tome. Keldaraen was surprised upon his return to find that she had completely finished the book and was ready for another one. For years the cycle continued; Keldaraen would give Illenara books, she would absorb everything that they had to offer, and then the two of them would discuss what she had read. Every time he would leave her more books, and then he would stay away for an even longer period of time. Illenara and Keldaraen’s last encounter occurred when she was twenty-five years old. She met him at the park, excitedly anticipating the colossal stack of books that she knew was waiting for her, but instead Keldaraen only had one book to give her.

“These past six years have been great fun. Throughout my journeys I have always been challenged to find something that would challenge you and be worthy of your intellect. I would have been back five months sooner if I could have, but my search was proving fruitless! I did manage to find one book though, and I believe it is the only book in the world capable of challenging your intellect.”

On that day Keldaraen gave Illenara a spellbook, already filled with enough spells to give her plenty to learn and practice. Inside the front cover there was a sheet of paper with an address along with a letter of recommendation to the prestigious Kyonin Arcane University. Illenara had no idea where Keldaraen’s travels took him after that day. She missed him dearly, for he was the one that had given her a future. He had reached out to her despite her social shortcomings and had made it possible for her to develop into one of Kyonin’s most well-known (somewhat infamous) and intelligent minds. Illenara would study at the school for the next 80 years, becoming one of its top students.

Personality:
In a highly traditional race of long lived intellectuals that live deeply rooted in their traditions and the natural world, Illenara is a genius black sheep. Unlike her fellows who are slow to embrace change and form relationships, Illenara was born with an adventurous streak that would often lead her nose-first into trouble and into the valued privacy of her fellow elves. She enjoys laughing and making others laugh as well, but her penchant for magical pranks and trickery often saw her as the only one laughing. Illenara is a sweetheart at her core, and she always acts out of a very open friendliness. Unfortunately she is extremely awkward and intrusive, so one has to look really hard to see it. When she is not out having fun Illenara is a very diligent scholar. She loves reading and learning new things equally as much as turning the boys' dormitory into a maze of webs. Her studies are very important to her, but she can get a little big-headed due to outperforming her peers. The professors occasionally try to reprimand and humble her, but they are reluctant to do so for fear that they themselves might become the next victims of her pranks.

Appearance:

Illenara is a very charming and beautiful 5'9" elven woman. She keeps her silky auburn hair tied up in a bun and ponytail, and she is very fond of decorating it with assorted pins and clips. One need only look into her emerald green eyes and see her thin smile to get an idea of the vast intellect and child-like spirit within her. Illenara is very slender and not at all muscular, only weighing in at about 100 lbs, but beneath her frail appearance she is actually fairly lithe and hardy. Her usual attire is standard magical fair, red hooded robes and comfy sandals, but she wears it in a quirky fashion that only she could pull off. She has grown fond of accessories during her time in Kyonin, and so she often adorns herself in gaudy jewelry, beads, anything pretty that she can put on a robe really.

Goals:

Through travel, Illenara has some hope that she might meet Keldaraen again someday. Logically, she finds that possibility to be highly unlikely, but she does like to be optimistic. Mostly she just accepted the invitation to the guild because there wasn't much left that the school could do for her. The school and the professors were nice and all, and Kyonin was a great place, but there was a lot more world for her to see. The books that were given to her by Keldaraen and the books in her school's library had given her a glimpse of what was outside Kyonin, but Inara had always wanted to see it with her own eyes. Working for a guild would be a great way for her to travel and hone her magical abilities.

Greatest Fear:

Illenara's greatest fear is the unknown. Because of her extensive reading, she is familiar with much of the world, but she is reluctant to get anywhere near something that she has not read at least a short novel about. She finds confidence in being certain that her abilities and intellect will be insufficient, but she wouldn't touch anything that she is uncertain about with an eleven-foot pole.

Uncrossable Moral Line:

Illenara cannot let a problem go unsolved. This usually applies to academia, but she has been known to force bickerers to kiss and makeup rather than walking away from whatever argument they may have been having down the road from her.

Letter of Recommendation:

To whomever it may concern,

I am Elduan Delvitius, and I am the headmaster of Kyonin University of the Arcane. I am writing on behalf of Illenara, our star student.

Illenara has demonstrated astronomical performance in all subject areas. She has even gone so far as to read nearly every book in the university library! She is very well learned, and we feel that there is little more that we can do for her here. We heard that she was applying to join your guild, and we were more than happy to put in the best of words for her. She is already a very competent wizard, and her specialty lies in the school of conjuration, a school filled with spells that will prove useful to a large fighting force like the ones that we expect her to be traveling with.

Illenara may come off as a bit...strange when you first meet her, but you can rest assured that she has a heart of gold and only the noblest of intentions. That being said, her companions should be encouraged to expect a little lighthearted fun during their travels. That being said, we feel that she will be a wonderful addition to your guild for her magical abilities, her extensive knowledge, and her wonderful character.

Sincerely,
Elduan Delvitius

Stat Block:

Illenara
Female Conjurer 5
N Medium humanoid (elf)
Init +15; Senses Perception +17
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Defense
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AC 14, Touch 14, Flat-footed 10 (+4 Dex)
HP 36 (5d6+5 +5 Favored Class)
Fort +2, Ref +5, Will +5 (+1 to all saves from Cloak of Resistance)
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Offense
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Speed 30 ft.
Melee Quarterstaff +1 (1d6-1)
Ranged
Spells
Spells Known
0 All
1 Color Spray, Silent Image, Charm Person, Unseen Servant, Grease, Protection from Good/Evil/Law/Chaos, Enlarge Person, Feather Fall, Reduce Person, Mage Armor
2 Web, Invisibility, Rope Trick, Glitterdust
3 Haste, Summon Monster III, Slow, Stinking Cloud
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 20, Wis 12, Cha 7
Base Atk +2; CMB +1; CMD 15
Feats Scribe Scroll, Run, Improved Initiative, Spell Focus (Conjuration), Augment Summoning
Traits Perceptive
Drawback None
Skills Spellcraft +13, Knowledge (Arcana) +13, Knowledge (The Planes) +13, Perception +11 (+5 from Eyes of the Eagle, +1 from Ioun Stone), Knowledge (Religion) +13, Knowledge (Nature) +13, Craft (Alchemy) +13
Languages Common, Elven, Celestial, Infernal, Terran, Auran, Ignan
SQ Arcane Bond (Compsognathus Familiar), Arcane School (Conjuration (Teleportation)), Opposition Schools (Evocation, Necromancy), Summoner's Charm, Shift, Cantrips
Combat Gear
Favored Class Wizard (+1 HP/level)
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Gear
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Handy Haversack 5 lbs.
Cloak of Resistance 1 lb.
Eyes of the Eagle
Cracked Dark Blue Rhomboid Ioun Stone (+1 to perception)
Cracked Dusty Rose Prism Ioun Stone (+1 to initiative)
Wand of Mage Armor (CL 1) 50/50
Wand of Enlarge Person (CL 1) 50/50
Scroll of Slow (375 GP, used)
Scroll of Stinking Cloud (375 GP, used)
--------------------
Special Abilities
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Elven Immunities Immune to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance. +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Fleet-Footed +2 racial bonus on initiative checks. Run as a bonus feat.
Low-Light Vision Can see twice as far as humans in conditions of dim light.
Arcane Bond Familiar.
Arcane School Can prepare one additional conjuration spell of each level per day. Evocation and necromancy spells cost two spell slots to prepare.
Summoner's Charm The durations of conjuration (summoning) spells are increased by 1/2 level. At 20th level, one summoning spell at a time can be made permanent.
Shift As a swift action, teleport up to 5 ft. for every two wizard levels as if using Dimension Door. Cannot bring others along (except for familiars). Usable a number of times per day equal to 3+Int modifier.
Cantrips Prepared 0-level spells can be cast an unlimited number of times per day.
Improved Initiative +4 bonus on initiative checks.
Spell Focus (Conjuration) +1 to the DC of all conjuration spells.
Augment Summoning +4 enhancement bonus to strength and constitution for the duration of the spell that summoned them.


I heard about this from a friend and was pretty interested, and I've begun working on a wizard to present. I had a quick question about scrolls and spells known though: Say I were to buy a few that weren't on my spell list with my starting gold. Would I be able to use the wizard's ability to add spells from scrolls to my spellbook and then start play with more spells, or would I need to wait until after the game has begun to pencil them in?


Suffering from wounds inflicted during the battle, as well as the now noticeable wounds from before the battle, the beast took to the sky. Rather than launching another aerial attack, it rose higher and higher above the town heading southward until it was out of sight.

Within seconds, curious townspeople were looking out their windows at the three travelers that had bested the monsters. Once they were sure that commotion was finally over, they gradually made their way into the streets, looking upon them with awe.

"You three vanquished such powerful beasts? You show much greater strength and courage than any of us could have hoped to possess!"

"How did you manage to pull that off?!"

"You three are heroes! You have saved us!"

The praise and thanks were near-endless. Eventually more and more of them came out to thank the three travelers. That was when some of them noticed the armored corpses that the monsters had dropped before the battle.

"These bodies, they're Diavaelian soldiers," one of the townsmen said grimly. "Those monsters came from the north...that's where the border garrison is."

"Do you think that the garrison could have fallen?" Their admiration and praise quickly soured, turning to concern.

"But now there's no one to halt the Palladians from marching on Vesperis!"

"Palladians?! What if Palladia has fallen to these fell beasts and we are next?!"

The tense peace of Vesperis had now been broken, and the town looked as if it might fall into a panic. Many could be heard speaking of fleeing westward. Others feared that there was no hope, and that a full-blown war would consume them.

Experience:
You each gain 300 xp for the battle, thus bringing you all to level 5 exactly. You get 4 stat points to spend as you see fit, but because I let you take your level 5 move starting out, you don't gain any new moves this level.


The flames grazed the beast, leaving it unfazed for the most part. With another screech, it continued its assault, leaping into the air only briefly in order to cut past the three adventurers with a sweep of its clawed wings.

Wing Attack on Nicholas: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 2d10 + 21 ⇒ (10, 5) + 21 = 36

Wing Attack on Fera: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 2d10 + 21 ⇒ (2, 7) + 21 = 30

Wing Attack on Johnto: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d10 + 21 ⇒ (3, 8) + 21 = 32


Nicholas' bolt subtly slipped into one of the wounded areas where Fera had sundered its carapace. What looked like a meager blow against the stone-skinned beast brought it collapsing to the ground, preventing the attack that it was about to launch.

Because of this interrupt, the Dragonbreath against Fera and Nicholas failed.


Johnto's electrical attack flew past one of the winged beasts, fizzling out harmlessly in the air past it. Unflinching, the monsters continued their assault.

The first, enraged by by Fera's attack against it, breathed the same blue flames as its companion had. Fera and Nicholas were both caught in the plume of fire.

Dragonbreath on Fera: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 2d10 + 14 ⇒ (4, 8) + 14 = 26 minus special defense
Paralysis check: 1d20 ⇒ 1 Success on a 15 or higher

Dragonbreath on Nicholas: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 2d10 + 14 ⇒ (6, 3) + 14 = 23 minus special defense
Paralysis check: 1d20 ⇒ 20 Success on a 15 or higher

The second monster came down to the ground after the flames had passed, its eyes focused on Nicholas. With a lunge, it shot its gaping maw straight at him, ready to bite down with its savage fangs.

Bite on Nicholas: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 2d10 + 21 ⇒ (7, 9) + 21 = 37 minus defense
Flinch check: 1d20 ⇒ 19 Success on a 15 or higher
M2 is now on the ground.

Updated Combat Grid

Gameplay Note:
When attacking and moving, please specify which square you are moving to and which enemy you are attacking. I assumed that Fera moved to C10 since that was the only one she could attack, and it wasn't really an issue this time with Johnto because of that unfortunate miss, but a hit could have meant the difference between finishing off an Aerodactyl, or straight-up murdering another. I'm new to the play-by-post stuff too, so if there's any confusion caused on my part, just text or message me in the facebook group.


Bits and pieces of the monster's stony skin break off as it howls in pain. The beast yet lives, though it appears to be in great distress after the bite of Fera's axe. It glares at her with feral rage, seeking an opening through which to exact its vengeance.


Edit:
It turns out that I DID think of a use for swift actions: certain abilities! My bad for forgetting this.

The monsters activate their Pressure ability: all of your at-will moves become every other turn moves.


The first of the monsters rushes the three of you, wings spread and ready to tear into you with the claws at their tips. It passes by each of you in turn, attempting a brutal slash with its wings before planting its talons in the ground and turning to face you, letting out a savage roar as if issuing a challenge.

Wing Attack on Fera: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d10 + 21 ⇒ (3, 4) + 21 = 28 minus your defense.

Wing Attack on Nicholas: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 2d10 + 21 ⇒ (8, 3) + 21 = 32 minus your defense.

Wing Attack on Johnto: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 2d10 + 21 ⇒ (5, 6) + 21 = 32 minus your defense.

The second beast flies down and hovers 15 feet in the air. Its head rears back before coming back down, a stream of blue flames issuing forth from its gaping maw aimed straight at Fera.

Dragonbreath on Fera: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 2d10 + 14 ⇒ (3, 9) + 14 = 26 minus your special defense.
Paralysis Check: 1d20 ⇒ 10 , success on 15-20

From here you can see that their skin looks hard as rock. The scales of the beasts look as if they could deflect most conventional blows.

Important Gameplay Info:

My bad for initially forgetting these things were large. They take up all four squares that say M1/M2. M2 isn't really occupying that square because it is 15 feet in the air. An important note: if your attack has a secondary effect such as paralysis, roll that separately from your attack and damage.

Combat in the Pokemon tabletop works similarly to DnD. Each turn you get a move action, moving up to 6 squares, as well as a standard action for using a move, item, etc. Unlike the standard Pokemon tabletop, you can replace a standard action with another movement if you want, we'll see how that works. Remember that changing weapon sets is a standard action. We don't really have anything that could constitute as a swift action or something else just yet, so we'll cross that bridge when we get to it.

Your characters know practically nothing about most monsters in the wild. You guys know that these are rock/flying type Aerodactyls, but your characters don't. It's safe to assume that electric moves would work well against flying and aquatic pokemon, fire would work well on plants, and so on, obvious stuff.

Also, unlike DnD, you don't have to worry about provoking attacks of opportunity, seeing as there is no distinction between moves that would count as provoking and non-provoking. Like DnD, I'm counting moving diagonally as moving a square and a half, so it costs three squares of movement to move two squares diagonally. We'll see how that works out, and we can change it later on if need be, since the Pokemon system normally counts diagonals as one square. For that reason, the range of ranged attacks count squares in the same way. Now kick some ass!

This combat MAY be a little rough, but we can't see how it works if we don't try crazy stuff now can we?


At this point, the three of you have two options.
i) Engage these flying monsters. (See the combat spoiler.)
ii) Attempt to escape back into the tavern, a nearby alleyway, etc. (See the escape spoiler.)

Andrew, if you wish to instead remain in the tavern, then that's cool too; just post as you normally would. We'll wait until after your next post to begin the combat, so if you want to jump in then see the combat spoiler, and include your position on the grid along with your next post.

Combat:


Battle Grid

You will need to declare a square for your character to start the fight in. Any of the light blue squares are okay.

The winged monstrosities appears to have taken notice of prey on the ground down below. Judging from the lack of any living creatures around, you would assume that is you. The one on the right drops the two corpses in its talons as it lets out another shriek, readying for a swooping rush on your position. The other follows suite, dropping its load and diving in for the kill

Initiative Order:
Monster 1
Monster 2
Nicholas Scathe
Fera Thorn and Johnto Kalos (You two can roll to see who goes first or decide on an order, it doesn't really matter much)

Escape:

Make an escape check (1d20). Since you're so close to the tavern, you only need to roll a 9 or higher in order to duck inside before the monsters are upon you.


For those that walk outside:

Flying Monsters
Above you see two winged monsters with stony gray skin, their tails whipping about as they glide through the sky. One of the two lets out another shriek.
You notice that each of them appear more red in some places, namely their talons, in which they are each holding at least one human. You can see that these humans are wearing the armor of the Diavaelian military.


DM Only:
A flat 19, you all would see this regardless of S. Defense


An ear-splitting shriek suddenly rent the commotion of the tavern, silencing it almost instantly. Within seconds, men, women, and children alike frantically burst into the tavern, their faces marked by fear. The confused barkeep tries to leave the bar and approach, hoping to calm them down and see what the fuss is all about, but their cries answer him before he has a chance to ask:

"Monsters, in the sky to the north! They're flying this way!"

A panic ensued within the Resting Snorlax. People were diving under tables, drunkenly shoving others out of their way in hopes of finding a safe place to hide. Complete and utter chaos. The bartender and the serving girls tried all they might to calm the patrons and the newcomers down, but their efforts only had a slight impact. Another monstrous shriek came, this time louder than the last. An observant eye could see that the sound alone put stress on the windows of the establishment. It was if all of the tension that had built up over time in Vesperis was being let out, and everyone was fighting to make themselves safe, as flight might not be an option.


The barkeep grinned at the woman's request. He called to a young dark-haired woman working the bar further down, "Anette, see to the gentleman that just came in; the one that is still up and walking. I've got a special request to fill!" While he turned to the taps behind him, visibly enjoying crafting his finest concoction, the man next to Fera grumbled as he continued sipping on his drink. He had the look of a farmer, tan from head to toe, a light bushy beard, strong looking arms, and a very plain manner of dress. The farmer seemed to shrug off her jab, appearing as if his mind was elsewhere.

The young women left her station behind the bar and approached Silvano. She kept her distance so that he would have room to move about and find his own seat somewhere, but she remained close enough to where he could order whenever he was ready.


In troubled times such as these, sometimes drink was the only thing that could calm a man's nerves. For this reason, the Resting Snorlax inn and tavern had its fair share of patrons that day.

The bar was lined with what looked like a mix of travelers and farmers, each with at least one empty flagon already in front of them. Despite the beauty of the day outside and the afternoon hour, it was never too early for these patrons to drink their troubles away. The stout barkeep was more than happy to oblige their needs.

At the tables throughout the establishment, men and women alike were seated enjoying a couple drinks or a warm looking meal. The inn was a decent sized place, easy to get lost amid the scattered patrons and the clamor of disgruntled farmers and jovial drunkards.

As Nicholas walked into the tavern, the barkeep caught sight of him.

"Looking for a drink there, lad? Just find yourself a chair and fall into it, we'll have someone out to get you what you need!" The man needed to shout for Nicholas to even hope to hear him. He seemed to be a jovial enough fellow; obviously he enjoyed this job.


In a world where savage beasts and mystical monsters roam the wilderness, humans have fought hard to find their own place and thrive. Using their manufactured weaponry, as well as magical arts similar to those employed by the world's monsters, humans are able to protect themselves, establish settlements, and eventually develop their own cities and civilizations.

Three such kingdoms coexisted for many decades, the kingdoms of Giersis, Diavael, and Palladia, but that peace was shattered ten years ago with the appearance of the monster lord Giratina. Giratina emerged from the mountains to the west of Giersis, and with it came a slew of monsters the likes of which had yet to be seen within the three kingdoms. Within weeks, half of the kingdom had already fallen, and Giratina appeared to be unstoppable.

Before long, the rulers of Diavael and Palladia realized just how much of a threat Giratina and its hordes were to, not only Giersis, but to their own kingdoms and the rest of the world as well. The two kingdoms banded together with the remaining forces of Giersis and waged an all-out offensive against the encroaching monsters. Grueling battles were fought and there were many human casualties, but ultimately Giratina's forces were scattered and the monster lord was slain. The war was done, but Giersis was almost completely in ruins.

In the years that followed refugees began pouring into Diavael and Palladia, and both of those kingdoms worked to accommodate them as well as to make up for their own losses. Things have not been peaceful, however, as the populations of the two surviving kingdoms have swollen to nearly unsustainable levels. Cities and towns have become overcrowded, food shortages are rampant in some areas, crime has risen to new levels thanks to the social turmoil, and the monsters of the wilderness remain an ever present threat. Because of these factors a veil of unease has risen between Diavael and Palladia. Both kingdoms need more and more land each day, and the remaining lands of Giersis are nearly impossible to work with. Disagreements over borders and how to handle the refugees and aid for what is left of Giersis have furthered the rift between them.

Tensions are at their highest now, and Diavael and Palladia appear to be on the brink of war. Minor altercations have broken out over land disagreements, and attacks by bandits and monsters only serve to stoke the growing flames. Both kingdoms are unable to give, and so they are poised to counter an imminent attempt by the other to take what little they have left.

------------------------------------------------------------------------

Vespiris is a small town in eastern Diavael, not terribly far from the border with Palladia. The town is situated on the eastern coast of Lake Mesprit, from whence the livelihoods of many of its inhabitants are derived. Small farmsteads dot the gentle hills to the south and east, and the Hercance Mountains can be seen on the horizon further beyond.

All things are not well for this small border town of late. Between threats of Palladian troops, bandits lurking in the hills, and the ever present monster hordes, the people of Vespiris are always on edge waiting for anything. Criminal activity within the town is at a minimum due to the increased paranoia, but once outside things become completely different. To make matters worse, wild monsters in the surrounding area have become more aggressive, and attacks grow more frequent each day. For now, Vespiris enjoys a tenuous peace at best; a peace just waiting to be shattered.

It is a day like any other in Vesperis. The midday sun sits high above, bathing the town and surrounding hills in a warm and beautiful light. A gentle cool breeze flows in from over the gentle waves of Lake Mesprit, bringing the late summertime heat down to a comfortable level. People are out and about going about their business as normal, exhibiting their usual paranoia, though the beauty of the day's weather seems to have calmed their nerves at least a little bit.


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Pokemon Warrior Rules:
Pokemon Warrior Rules

Stats
• Characters are allowed a 54 point-buy at creation.
• Characters may not have higher than a 15 in any stat at creation.
• Characters may not have lower than a 5 in any stat at creation.
• A character’s stats at creation make up their base stat relation. Each time they level, a character receives one stat point to put into whichever stat they choose, but the values of their stats must remain in the same order each level. For instance, if a character started with 10 attack and 9 defense, and then that character added 1 to their defense at level up, they would not be able to raise their defense any higher until they raised their attack.
• HP: Represents a character’s fortitude and vitality
• Attack: Represents a character’s physical strength and power.
• Defense: Represents a character’s toughness and ability to withstand hits.
• Special Attack: Represents a character’s intellect and mental power.
• Special Defense: Represents a character’s wisdom and willpower, and their ability to defend against magic.
• Speed: Represents a character’s dexterity and quickness.

Derived Attributes
• Hit Points: Equal to (6 x HP) + Character Level. When a character is reduced to 0 hit points, they fall unconscious. Whenever a character is reduced to -100% hit points, they die.
• Base Attack: Equal to 1/3 x Attack. This bonus is added to attack rolls whenever a physical attack is being used.
• Physical Defense: Equal to 10 + (1/3 x Defense). When making a physical attack roll, the attack misses if the attacker rolls below this value.
• Magic Attack: Equal to 1/3 x Special Attack. This bonus is added to attack rolls whenever a special attack is being used.
• Magic Defense: Equal to 10 + (1/3 x Special Defense). When making a special attack roll, the attack misses if the attacker rolls below this value.
• Evasion: Equal to ½ x Speed. When using a non-damaging special attack, the attack misses if the attacker rolls below this value.

Discipline
• Discipline acts as a pseudo class mechanic in this game. It governs the moves and abilities based on a character. A character is able to learn moves from outside of their discipline as if they were multiclassing, or if their owner is able to come up with a creative flavoring as to why their character is able to use that move. Abilities, however, have prerequisite disciplines. A discipline is chosen at character creation, and cannot be changed later.
• A character gains STAB appropriate for their level when using moves from their chosen discipline.
• Fighter: A discipline focused on weapons of all kinds, from short blades to bows. Moves and abilities available to fighters tend to augment their damage dealing capabilities.
• Wizard: A discipline focused on the arcane arts. Moves and abilities available to wizards tend to give them high special attacking power, typically from a distance.
• Martial Artist: A discipline focused on brutal unarmed combat. Martial artists tend to gain access to physical fighting and normal type moves, and abilities that support their aggressive style.
• Bard: A discipline focused on supporting allies and hindering enemies through song and dance. Bards typically gain access to voice and dance related moves, and abilities that help them buff their allies to even greater effect.
• Rogue: A discipline focused on stealth and nimbly darting about the battlefield. Rogues gain access to debilitating moves, as well as a plethora of priority attacks, and abilities to augment their sneaky ways.
• Cleric: A discipline focused on support and healing. They gain access to the most buffs and healing moves and abilities.

Type
• Human characters are typeless. They have no resistances, no immunities, and no weaknesses.
• Humans can attain a typing, such as elemental armor, through magical means.

Abilities
• A character starts with one ability at character creation, then gains a second at level 20, a third at level 40, a fourth at level 60, and then one more at level 80.
• Characters must meet the discipline and level prerequisites in order to start with or learn an ability.
• All of the Last Chance abilities are available to all six disciplines at level 1.

Movesets
• Characters start with one weapon and the ability to use a move attached to that weapon:
o Light Blades: Scratch
o Blades: Cut
o Heavy Blades: Slash
o Bludgeoning: Pound
o Heavy Bludgeoning: Slam
o Unarmed: Pound or Tackle
o These are the only primary weapons available at character creation, unless specified by the GM. You are starters, after all!
• In addition, characters also begin with a spell book, focus, a second weapon, or some other creative medium through which they can access two more moves. The second weapon is special in that it can be a ranged weapon, shield, or anything else that can be reasonably flavored. Characters may have one move that raises or lowers a single stat for a single target one combat stage, other than accuracy (ie Tail Whip, Growl, Harden), and another move picked from the first tier of their respective discipline. At least one move must be on each weapon.
• Wizards, Bards, and Clerics have a special ability. Any move that they use targeting themselves can be used to instead target an ally instead. This is to symbolize buffing and healing. Moves used in such a way have a range of five squares.
• Fighters and Rogues may use ranged weapons. 2-handed Ranged weapons can be used at a range of 8 squares, but the moves associated with them may not have damage dice higher than 2d10 + 8. One-handed ranged weapons can be used at a range of 6 square, and moves associated with them may not have damage dice higher than 2d10 + 8. If a ranged move is used with a ranged weapon, then the character uses the move’s range or the weapon’s range, whichever is higher. If the move has a range higher than the weapon’s range, then its range increases by one square. Ranged weapons cannot be used on adjacent targets.
• Wielding two weapons, be they sword and shield or twin daggers, can be flavored as a single weapon set, or they can be two separate weapons, and with them two separate move sets would be accessible. While wielding two separate weapons, all attack rolls receive a -2 penalty.
• Changing weapons/movesets uses up a character’s standard action. Changing from a two-handed weapon to a sword and shield or dual-weapons and vice versa uses up a full round.
• Center frequency moves become daily moves, and battle frequency moves become 5/day moves.
• Characters learn one new move at level 5 and every five levels afterwards. New moves can also be learned through training and through weapon enchantments (TMs). Any move associated with the six disciplines can be learned through leveling, tutoring, and enchantment, provided the character has access to the discipline tier that the move is in.
• Moves are consistent with Generation VI. If players have an interest in using any moves and abilities that aren’t in the PTA books, they may consult the GM, and then the GM can draft the move accordingly. If any moves have changed in power, it is up to the GM to point that out to the players.

Armor
• Armor grants a bonus to one of the defenses, but only when calculating damage received. Armor has no effect on the two defense ratings.
• Light Armor: Grants a bonus of +1 to Defense, or a bonus of +2 to Defense with a -1 penalty to Speed.
• Medium Armor: Grants a bonus of +3 or +4 to Defense, but an equal penalty to Speed and a -2 penalty to attack rolls with special attacks.
• Heavy Armor: Grants a bonus of +5 or +6 to Defense, but double that bonus as a penalty to Speed and a -3 penalty to attack rolls with special attacks.
• Magic Armor: Functions the same as armor of its equivalent weight, but affects Special Defense rather than Defense.
• At character creations, characters can start with +1 armor if they so choose. Wearing no armor grants a +1 bonus to attack rolls with special attacks.

Attacking
• When attacking an opponent, roll 1d20. Add your character’s relevant attack bonus, and then subtract the move’s accuracy penalty (described below). If the total is greater than or equal to the value of their relevant defense rating, then the attack connects. Armor bonuses to Defense do not count towards the defense rating.
• Rather than using the accuracy checks in the PTA handbook, this variant uses an accuracy penalty on attack rolls. For this you will need to look up the move on Bulbapedia or another Pokemon source site. To calculate a move’s accuracy penalty, take the accuracy of the move and subtract it from 100, then divide by 5. For example, Dynamic Punch has an accuracy of 50, so the accuracy penalty is 100-50=50, 50/5=10. When using Dynamic Punch, the player receives a -10 penalty.
• In this variant each player does not have a party of 6 Pokemon, so it is crucial that characters are not hit near as often as in the standard PTA rules.

Skill Checks
• “Skill” is a very broad term in this game. Anytime a player wishes for their character to do something that they couldn’t inherently succeed at, such as climbing a steep cliff or hiding from a perceptive adversary, they make a d20 roll and add the most relevant stat.
• HP typically covers matters of health and fortitude, such as shrugging off a disease or barely hanging onto life.
• Attack typically governs skills that require on hard labor and muscle work, such as climbing, swimming, lifting, and pushing.
• Special Attack covers matters of intellect, such as knowledge and comprehension of magic and spells.
• Special Defense represents a character’s wisdom and willpower, so it governs skills that require awareness, instinct, and practical knowledge, such as spotting threats and surviving in the wilderness.
• Speed governs skills that require dexterity and agility, such as sneaking about, acrobatic maneuvers, or even tying a knot.

Pokemon
• In this variant, Pokemon are MONSTERS. Many of them will be different sizes and have different qualities and characteristics than the more docile ones in the games/shows.
• Charizard isn’t the 5’7” dragon/lizard from the games, they might be nine to ten foot tall monsters.
• Imagine finding a one to two foot-long worm that shoots venom in a farm’s field. The household would have to send out every able-bodied man to hopefully kill it or shoo it away. People would die from Weedle venom. If Kakuna were sighted in the woods, the town guard would go out and burn them in order to prevent an even greater threat from appearing. If a Beedrill were to show up in a town, people would hide in their homes fearing for their lives while the town guard tried to deal with it somehow.
• Some Pokemon are more docile, some could even be domesticated, but they are still beasts of great power, regardless of size and temperament.
• Players should not expect to have a party of Pokemon traveling with them and following their every command. A character may be able to earn the respect of a Pokemon that will fight as their partner throughout the course of the game, but they would likely only be able to have one such partner at any given time.

Leveling Up
• Characters will level up through gaining experience, just as Pokemon level in the PTA. The following table lists the experience values required for a Pokemon to reach a given level. For humans, this experience value is doubled. The EXP Needed columns do not give the experience required to go from one level to the next, rather the total number of EXP needed to reach that level. For instance, it doesn’t take 100 EXP to go from level 2 to level 3. A character would have 50 EXP at level 2, so they would only need 50 more EXP to reach the required 100 EXP for level 3.

All other rules, as of this point, function as they do in the PTA.

Fighter Discipline:

Tier 1:
Peck
Metal Claw
Rage

Tier 2:
Bone Club
False Swipe
Fury Attack
Fury Swipes
Pin Missile

Tier 3
Autotomize
Bite
Bonemerang
Fury Cutter
Needle Arm
Twineedle

Tier 4
Aerial Ace
Bone Rush
Gyro Ball
Vacuum Wave
Slash
Slam

Tier 5
Clamp
Dual Chop
Heavy Slam
Hyper Fang
Icicle Spear
Ice Fang
Fire Fang
Thunder Fang

Tier 6
Drill Peck
Megahorn
Drill Run
Psycho Cut
Night Slash
X Scissor
Shadow Claw

Tier 7
Aqua Tail
Crunch
Poison Tail
Iron Tail
King's Shield
Secret Sword
Spiky Shield

Tier 8
Crabhammer
Dragon Claw
Fell Stinger
Horn Leech
Leaf Blade
Sacred Sword
Stone Edge

Tier 9
Guillotine
Horn Drill
Giga Impact
Petal Blizzard
Power Whip

Level 1 Abilities
Adaptability
Keen Eye

Level 20 Abilities
Analytic
Anger Point
Justified
Marvel Scale
Steadfast

Level 40 Abilities
Skill Link
Technician
Bulletproof
Defiant
Tough Claws
Hyper Cutter
Hustle

Level 60 Abilities
Intimidate
Filter
Gale Wings
Battle Armor
Mold Breaker

Martial Artist Discipline:

Tier 1
Low Kick
Headbutt
Double Slap
Focus Energy

Tier 2
Arm Thrust
Bide
Karate Chop
Comet Punch
Double Kick
Rock Throw
Low Sweep

Tier 3
Bind
Bulk Up
Double Hit
Fake Out
Foresight
Revenge
Rock Tomb
Rolling Kick
Seismic Toss
Rapid Spin

Tier 4
Block
Body Slam
Circle Throw
Counter
Dizzy Punch
Mach Punch
Mega Punch
Shadowpunch
Power up Punch

Tier 5
Avalanche
Bulldoze
Fire Punch
Thunder Punch
Ice Punch
Force Palm
Mega Kick

Tier 6
Takedown
Endure
Flame Charge
Rock Slide
Zen Headbutt
Meditate

Tier 7
Blaze Kick
Brick Break
Cross Chop
Flying Press
Hammer Arm
Meteor Mash
Sky Uppercut
Reversal
Endeavor

Tier 8
Belly Drum
Chip Away
Close Combat
Double Edge
Drain Punch
Dynamic Punch
Focus Punch
Superpower

Tier 9
Brave Bird
Sky Attack
Flare Blitz
Hi Jump Kick
Final Gambit
Focus Punch
Volt Tackle
Head Smash
Fissure

Level 1 Abilities
Adaptability

Level 20 Abilities
Aftermath
Analytic
Anger Point
Big Pecks
Early Bird
Steadfast

Level 40 Abilities
Arena Trap
Defiant
Guts
Hustle
Iron Fist
Tough Claws
Reckless
No Guard

Level 60 Abilities
Intimidate
Limber
Inner Focus
Moxie

Rogue Discipline:

Tier 1
Astonish
Poison Sting
Quick Attack
Sand Attack
Thief

Tier 2
Acid
Constrict
Cotton Spore
Hone Claws
Poisonpowder
Leech Life

Tier 3
Acid Spray
Acrobatics
Barrage
Bullet Seed
Embargo
Stun Spore
Smoke Screen
Water Shuriken
Wrap
Pursuit

Tier 4
Agility
Aqua Jet
Assurance
Bug Bite
Sleep Powder
Spark
Spider Web
Spikes
Odor Sleuth
Mean Look

Tier 5
Bullet Punch
Camoflauge
Faint Attack
Feint
Ice Shard
Toxic
Poison Fang
Stealth Rock
Lock On

Tier 6
Ally Switch
Defog
Double Team
Extrasensory
Shadow Sneak
Detect
Egg Bomb

Tier 7
Bounce
Electro Ball
Magnet Bomb
Poison Jab
Sludge Bomb
Toxic Spikes
Sucker Punch

Tier 8
Cross Poison
Foul Play
Mat Block
Spore
Venoshock
Volt Switch

Tier 9
Extremespeed
Hex
Powder
Sludge Wave
Beat Up

Level 1 Abilities
Adaptability
Frisk
Stall

Level 20 Abilities
Aerilate
Analytic
Cute Charm
Competitive
Runaway

Level 40 Abilities
Arena Trap
Cursed Body
Defiant
Download
Infiltrator
Pickpocket
Protean
Quick Feet

Level 60 Abilities
Effect Spore
Galewings
Illusion
Poisontouch

Wizard Discipline:

Tier 1
Absorb
Gust
Thundershock
Ember
Bubble
Flash
Mud Slap

Tier 2
Confusion
Hypnosis
Fairy Wind
Icy Wind
Mud Shot
Water Pulse
Trick

Tier 3
Aurora Beam
Barrier
Reflect
Charge Beam
Mega Drain
Mist Ball
Mud Bomb
Nightmare
Razor Wind
Swift

Tier 4
Air Cutter
Bubblebeam
Confuse Ray
Disable
Dream Eater
Fire Spin
Hidden Power
Magical Leaf
Minimize
Mirror Coat
Parabolic Charge
Psybeam
Signal Beam

Tier 5
Ancientpower
Aura Sphere
Flamethrower
Thunderbolt
Giga Drain
Surf
Ice Beam
Magic Room
Trick Room
Wonder Room
Mystical Fire
Shockwave
Teleport

Tier 6
Air Slash
Brine
Dark Pulse
Earth Power
Protect
Flame Burst
Flash Cannon
Hail
Sunny Day
Rain Dance
Thunder Wave
Sandstorm

Tier 7
Blizzard
Hydro Pump
Fire Blast
Thunder
Focus Blast
Inferno
Mind Reader
Muddy Water
Nasty Plot
Scald
Tri Attack
Simple Beam

Tier 8
Discharge
Dragon Pulse
Earthquake
Energy Ball
Freeze Dry
Future Sight
Psychic
Gravity
Shadow Ball
Transform

Tier 9
Blast Burn
Frenzy Plant
Hydro Cannon
Hyper Beam
Draco Meteor
Zap Cannon
Gunk Shot
Heat Wave
Hurricane

Level 1 Abilities
Adaptability
Telepathy

Level 20 Abilities
Analytic
Competitive
Magician
Refrigerate

Level 40 Abilities
Cloud 9
Flare Boost
Flash Fire
Protean
Serene Grace
Synchronize

Level 60 Abilities
Air Lock
Clear Body
Illusion
Insomnia
Levitate
Magic Bounce

Bard Discipline:

Tier 1
Disarming Voice
Helping Hand
Supersonic
Sing
Sweet Scent
Pay Day

Tier 2
Attract
Confide
Kinesis
Sweet Kiss
Screech
Sonic Boom
Yawn

Tier 3
Acid Armor
Captivate
Copycat
Fake Tears
Lovely Kiss
Nuzzle
Spite
Tickle
Scary Face

Tier 4
Assist
Charm
Dragon Dance
Echoed Voice
Flatter
Swagger
Silver Wind
Snore

Tier 5
After You
Bug Buzz
Chatter
Glare
Grass Whistle
Sleep Talk
Swords Dance
Torment

Tier 6
Acupressure
Encore
Hyper Voice
Perish Song
Present
RoundTier 7
Draining Kiss
Featherdance
Teeter Dance
Healing Wish
Taunt

Tier 8
Me First
Tailwind
Uproar
Metronome
Quiver Dance

Tier 9
Boomburst
Fiery Dance
Petal Dance
Metal Sound

Level 1 Abilities
Anticipation
Stall
Adaptability

Level 20 Abilities
Aroma Veil
Cacophony
Cute Charm
Damp
Forewarn
Early Bird
Oblivious
Runaway

Level 40 Abilities
Flower Gift
Friendly Guard
Normalize
Own Tempo
Quick Feet
Serene Grace

Level 60 Abilities
Illusion
Insomnia
Prankster

Cleric Discipline:

Tier 1
Aqua Ring
Recover
Growth
Leech Seed

Tier 2
Babydoll Eyes
Play Nice
Iron Defense
Mud Sport
Water Sport
Curse
Flower Shield

Tier 3
Aromatic Mist
Bestow
Calm Mind
Cosmic Power
Crafty Shield
Refresh
Morning Sun
Moonlight
Refresh

Tier 4
Amnesia
Aromatherapy
Electrify
Soak
Fairy Lock
Reflect Type
Rest
Struggle Bug
Worry Seed

Tier 5
Clear Smog
Trick or Treat
Entrainment
Heal Block
Lucky Chant
Softboiled
Ominous Wind
Safeguard
Grassy Terrain
Quick Guard

Tier 6
Forest's Curse
Follow Me
Guard Split
Guard Swap
Power Split
Power Swap
Power Trick
Wide Guard

Tier 7
Attack Order
Heal Order
Defend Order
Heal Bell
Metal Burst
Psystrike

Tier 8
Dazzling Gleam
Heal Pulse
Wish
Magic Coat
Solar Beam
Topsy Turvy
Pain Split
Misty Terrain

Tier 9
Cotton Guard
Moonblast
Destiny Bond
Play Rough

Level 1 Abilities
Anticipation
Cheek Pouch
Adaptability

Level 20 Abilities
Aroma Veil
Cute Charm
Early Bird
Pixilate
Regenerator
Symbiosis

Level 40 Abilities
Flower Gift
Healer
Synchronize

Level 60 Abilities
Air Lock
Battle Armor
Clear Body
Filter
Immunity
Levitate

Resources:

http://forums.pokemontabletop.com/site/
http://bulbapedia.bulbagarden.net/wiki/Main_Page
http://pokemondb.net/move/all