[Request] Mewtwo


Homebrew and House Rules


I was wondering if someone could knock together a Mewtwo race. I am making an Aetherkineticist as backup character for a PF Curse of Crimson Throne, and seen an image of Mewtwo using Psychic on Ash, and thought that would be fun!


I'll be honest, if you are going to be playing Mewtwo then I don't see how a competent build would not be overpowered. It's freaking Mewtwo, the guy that makes Arceus sit down and take notice. We are talking Drider and Gargoyle range, likely needing a level adjustment to be playable. Why? Because he's freaking Mewtwo.

The starting baseline would look something like:

Monstrous Humanoid (3 RP)
Stats:
Advanced (4 RP) +2 All Physical, +4 Int., -2 Wis.
Advanced Charisma (+2) (4 RP)

Fast (1 RP)
Flight (4 RP)
(Better) Flight (2 RP)
(Better) Flight (2 RP)
(Better) Flight (2 RP)

Which is already starting to get hectic before we are even done with basics.


Well, for starters, I don't know that he is fast. Mewtwo in the anime we never see as moving fast when walking. The flight can also be handled with self telekinesis.

He clearly is tough, so I would go, perhaps, +2 Con, +2 Int, -2 Wis and a DR. GM also prefers keeping characters to Humanoid, so the humanoid line spells work on them.


Skaeren wrote:

Well, for starters, I don't know that he is fast. Mewtwo in the anime we never see as moving fast when walking. The flight can also be handled with self telekinesis.

He clearly is tough, so I would go, perhaps, +2 Con, +2 Int, -2 Wis and a DR. GM also prefers keeping characters to Humanoid, so the humanoid line spells work on them.

Fem voice Mewtwo has been seen as blindingly fast, and they do have 130 base speed. That's Jolteon levels, above Talonflame, Noivern, Greninja, and other Pokemon that are incredibly fast.


Second Mewtwo was moving fast during flight, though. Besides, I know complete replication isn't possible for obvious reasons, but just something that looks and feels appropriate, knowing that some of what is Mewtwo will come from the class.


Aberration, Half-Construct (10 RP)
Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. An aberration has the following features.

Aberrations have the darkvision 60 feet racial trait.
Aberrations breathe, eat, and sleep.

A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. A half-construct race has the following features.
Half-constructs gain a +2 racial bonus on saving throws against
disease, mind-affecting effects, poison, and effects that cause
either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to
gain some beneficial effect from one of these activities. This
means that a half-construct can drink potions to benefit from their
effects and can sleep in order to regain spells, but neither of
these activities is required for the construct to survive or stay
in good health.

Stats:
Advanced (4 RP) +2 All Physical, +4 Int., -2 Wis.
Advanced Charisma (+2) (4 RP)
Fast (1 RP)
Flight (4 RP)
(Better) Flight (2 RP)
(Better) Flight (2 RP)
(Better) Flight (2 RP)

Barrier Field: (6 RP) A Mewtwo can generate a psychic field to protect themselves from harm. This field grants the Mewtwo a deflection bonus to their AC and a racial bonus to saves equal to their Intelligence modifier. This field only functions if the Mewtwo does not wear any armor, use a shield, or wield a metallic weapon.

Vulnerable to Shades (–2 RP): Mewtwos have vulnerability to negative energy, and take damage equal to x1-1/2 times normal.

--------------------------------------------------
Breakdown: 10+4+4+1+4+6+6-2= 33 RP
Aberration (Half-Construct)
+2 Str, Dex, Con, Cha, -2 Wis, +4 Int
Speed: 40ft.
Flight: 60ft. (Good)

+2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue

Barrier Field
Darkvision 60 ft.
Vulnerable to Shades
Does not need sustenance, cannot be resurrected.
--------------------------------------------------------

Here's my recommendation for a Mewtwo. May need to up the cost of Barrier, but otherwise, I think this is accurate. Please note that the bonus for half-constructs on saves does not stack with Barrier.

Barrier Field is based on the idea of a Nymph's Unearthly Grace. I would not recommend using this as a race starting below 8th level or so.


Alright, I felt compelled by the concept, so here goes a legit attempt. Two versions, the real McCoy and a playable version.

The True Mew-freaking-two
Ability Score Racial Traits: Mewtwo is an incredible fighter with one of the sharpest minds to ever exist. Mewtwo does nothing but fight all day to be the best. They gain +2 Constitution, +2 Strength, +4 Dexterity, +4 Intelligence, and +2 Charisma but suffer –2 Wisdom.
Size: Mewtwo are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Mewtwo are monstrous humanoid creatures with inherent magic.
Base Speed: Mewtwo have a base speed of 40 feet. They also possess a supernatural fly speed of 70 feet with good maneuverability.
Languages: Mewtwo begin play knowing Common. They have telepathy with a range of 100 feet. Mewtwo with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Defense Racial Traits
Defensive Training: Mewtwo gain a +2 dodge bonus to Armor Class.

Spell Resistance: Mewtwo gain spell resistance equal to 11 + their character level.

Offensive Racial Traits
Quick Reactions: Mewtwo receive Improved Initiative as a bonus feat.

Sense Racial Traits
Thoughtsense: Mewtwo possesses thoughtsense as per the monster ability up to 60 ft.

Weakness Racial Traits
Negative Energy Vulnerably: Mewtwo possess vulnerability to negative energy, and take an additional +50% from negative energy. (Kuddos for that one.)

Other Racial Traits
Overwhelming Intellect: Mewtwo always use their intelligence score as their casting stat for the kineticist class and gains the kinetic healer wild talent even if they do not possess an appropriate element. This does not alter burn, only their key ability score for all wild talents.

Total RP: Roughly 46, and far more powerful than that.

The Lame Mewtwo
Ability Score Racial Traits: Mewtwo are smart and nimble, but not very discerning. They gain +2 Dexterity and +2 Intelligence but suffer –2 Wisdom.
Type: Mewtwo are monstrous humanoid creatures with inherent magic.
Size: Mewtwo are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Mewtwo have a base speed of 40 feet.
Languages: Mewtwo begin play knowing Common. They have telepathy with a range of 100 feet. Mewtwo with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Weakness Racial Traits
Negative Energy Vulnerably: Mewtwo possess vulnerability to negative energy, and take an additional +50% from negative energy.

Other Racial Traits
Overwhelming Intellect: Mewtwo always use their intelligence score as their casting stat for the kineticist class and gains the kinetic healer wild talent even if they do not possess an appropriate element. This does not alter burn, only their key ability score for all wild talents.


Spellcasting as a level 20 psychic

Or at least Psychic Crush V as a spell-like ability


Mortonator, I liked the first version you posted, although I think you could drop the extra Cha and extra flying bumps. Choose either Cha or Int - it doesn't need to be good at both of those and all physical ability scores. Yes, Mewtwo is powerful, but you could easily say that it has class levels or racial hit dice. Also, I feel that it isn't good design to make a playable race without features like a skill bonus, racial weapon proficiencies, or some other flavor choice. I'm intrigued by your later addition of negative energy vulnerability, although I don't know the characters enough to understand why you chose it.


Ciaran Barnes wrote:
Mortonator, I liked the first version you posted, although I think you could drop the extra Cha and extra flying bumps. Choose either Cha or Int - it doesn't need to be good at both of those and all physical ability scores. Yes, Mewtwo is powerful, but you could easily say that it has class levels or racial hit dice. Also, I feel that it isn't good design to make a playable race without features like a skill bonus, racial weapon proficiencies, or some other flavor choice. I'm intrigued by your later addition of negative energy vulnerability, although I don't know the characters enough to understand why you chose it.

As far as I know a lot of PC races don't have racial weapons, skill bonuses, ext. And honestly, it was already really bloated and strong. What weapons would you even give Mewtwo?

As for the Cha buff, it wasn't needed but it felt right. Compare to the Munavri. Mewtwo does tend to have a strong presence, though I think for a Psychic type with whooping 154 Base Special Attack +4 Dex. and +4 Int. were both natural.

All credit to Anonymous Warrior for negative energy weakness, their idea, and it's perfect. Psychic types are weak to Dark-type and Ghost-type attacks, Mewtwo included. In the Pokemon games that's double damage from both which could be seen as being negative energy. Fortunately for Mewtwo there isn't a Bug-type in Pathfinder. (And even if there was Mewtwo X isn't weak to it.)

Silver Crusade

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Ciaran Barnes wrote:
Mortonator, I liked the first version you posted, although I think you could drop the extra Cha and extra flying bumps. Choose either Cha or Int - it doesn't need to be good at both of those and all physical ability scores. Yes, Mewtwo is powerful, but you could easily say that it has class levels or racial hit dice. Also, I feel that it isn't good design to make a playable race without features like a skill bonus, racial weapon proficiencies, or some other flavor choice. I'm intrigued by your later addition of negative energy vulnerability, although I don't know the characters enough to understand why you chose it.

I understand a lot of the design choices made in the second one, which is why I liked the wisdom penalty (weaker special defense over other mentals), although Mewtwo from the ground up is made to be better than anything else (and in mega form is.) Check out Mewtwo's physical stats though, that thing can fight with the best of them pre mega, so the physical buffs make sense.

Anon's Barrier Field was a nice touch too, as was the negative energy weakness.

I'm not big on Overwhelming Intellect myself, it feels like too much of a specific ability (and not a great one too.)

For Mewtwo's languages, I could see it being unable to talk, only having telepathy and such as means of communication.


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N. Jolly wrote:
I'm not big on Overwhelming Intellect myself, it feels like too much of a specific ability (and not a great one too.)

I actually in general agree, but it was targeted at what the OP wanted. Though, it would perhaps serve better as a feat. The reasoning for giving kinetic healer though was a mimicry of Recover, which is one of Mewtwo's MOST ANNOYING TRAITS. GET IN THE BALL ALREADY.


The Mortonator wrote:
N. Jolly wrote:
I'm not big on Overwhelming Intellect myself, it feels like too much of a specific ability (and not a great one too.)
I actually in general agree, but it was targeted at what the OP wanted. Though, it would perhaps serve better as a feat. The reasoning for giving kinetic healer though was a mimicry of Recover, which is one of Mewtwo's MOST ANNOYING TRAITS. GET IN THE BALL ALREADY.

Mewtwo is why Arceus let us create Master Balls.


The Mortonator wrote:
As far as I know a lot of PC races don't have racial weapons, skill bonuses, ext. And honestly, it was already really bloated and strong. What weapons would you even give Mewtwo?

I wouldn't give it racial weapon proficiencies, but it's an example of what kind of features a race should have. A choice made for flavor reasons that doesn't necessarily help out half the builds the race might be led to. Almost every PC race has a skill bonus. It's common enough to be a near default.

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It depends on how powerful your GM wants your race to be. A typical PC race has abilities appropriate for a 1st level character. Mewtwo would NOT be a 1st level character.


Based on what above people have done, I made my own attempt, using them as inspiration. What do people think?

Mewtwo [29]

Ability Score Racial Traits: +2 to Strength, Dexterity, Constitution, +4 Intelligence, -2 Wisdom. [4]
Size: Medium
Type: Humanoid (Half-Construct) [7]
Base Speed: 60 feet [6]

Defence Racial Traits
Barrier Field (Sp): As an immediate action that does not provoke an attack of opportunity, Mewtwo may errect a barrier field. This is a spherical, translucent barrier of pure psychic energy that protects Mewtwo from harm. This barrier provides Mewtwo with total cover. Maintaining the psychic energy requires concentration, and if errected in response to an offensive action requires a concentration check as if casting a spell defensively to establish the barrier. The barrier blocks line of effect, but not line of sight, and while active all creatures receive a +10 bonus to perception to spot Mewtwo. The barrier has an AC of 9, hardness 0, and 5 hit points per level. When the barrier reaches 0 hit points, all creatures in a 5 foot radius around Mewtwo are knocked prone by the psychic energies destabilising. [6 - priced as at will blast barrier]

Feat And Skill
Perceptive: Mewtwo is inherently perceptive of what is within the area. Mewtwo has a +2 racial bonus to Perception. [2]
Intimidating: Mewtwo's radiant psychic energy bolsters the ability to intimidate. Mewtwo has a +2 racial bonus to Intimidate. [2]

Senses
Thoughtsense: Mewtwo possess thoughtsense, as per the monster ability, except that it functions as blindsense with a range of 30 feet. Should Mewtwo gain blindsense with a greater range or blindsight with a range equal to or greater than 30 feet, they instead alter the range and function of Thoughtsense. [4]

Weakness Racial Traits
Radiant: Mewtwo's overwhelming, limitless psychic potential cause it to glow to all detect spells. Anyone using a detect spell treats their detection as if it was detect magic, with mewtwo being of all schools of magic. This otherwise functions like a Cleric's alignment aura. [-1]
Paranoid: Mewtwo is incredibly distrustful of others, and takes a -4 penalty to sense motive. [-1]
Negative Energy Vulnerability: Mewtwo is more suseptable to the effects of negative energy and takes 50% more damage. [-2]

Other
Voiceless: Mewtwo is unable to speak. Mewtwo's innate psychic power enables it to understand any spoken language, as well as communicate telepathically with any creature that has a language. This telepathic communication otherwise functions exactly as spoken word. This means that communicating with someone some distance from Mewtwo would function as if Mewtwo was shouting. This telepathic communication allows for the fulfillment of verbal components. [2]

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It seems insanely overpowered and making it a half-construct doesn't make much sense to me.

Like I said, you need to ask your GM how powerful your race can be. You and everyone can make 30+ RP races all they want, but it won't matter if your GM expects something on par of a standard race.

Silver Crusade

Cyrad wrote:

It seems insanely overpowered and making it a half-construct doesn't make much sense to me.

Like I said, you need to ask your GM how powerful your race can be. You and everyone can make 30+ RP races all they want, but it won't matter if your GM expects something on par of a standard race.

I'm assuming Half construct is from 'cyber' mewtwo, although I don't agree with half construct for that. You ain't half construct when ya throw on armor, why is Mewtwo?


A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. Half construct makes sense for what Mewtwo actually is.

As far as 'insanely overpowered' goes, if you mean having more than a human, sure. But if you talk about what it actually does:

Attributes: good, bat far from 'insanely overpowered'.

Fast land speed, but that is situationally useful. Most powerful with a spring attack build, but not what I will be using.

Barrier field, basically an at will blast barrier, reduced in damage output for slightly more versatility. Don't forget it is concentration to maintain, and blocks line of effect, so I cannot quicken attack through it.

Perceptive and intimidating are useful, but again far from overpowered.

Voiceless, is more flavour than anything, since it functions identically to vocal communication. It is simply beneficial in areas of silence, and otherwise is a continuous comprehend languages for spoken word only.

And we are 10th level, almost 11th, so there is somewhat more flexibility in regard to power level. But the whole reason for posting here was to seek help with the character idea.


Mewtwo IS insanely overpowered and indeed is (was) banned from all tournaments

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Skaeren wrote:

A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. Half construct makes sense for what Mewtwo actually is.

As far as 'insanely overpowered' goes, if you mean having more than a human, sure. But if you talk about what it actually does:

Attributes: good, bat far from 'insanely overpowered'.

Fast land speed, but that is situationally useful. Most powerful with a spring attack build, but not what I will be using.

Barrier field, basically an at will blast barrier, reduced in damage output for slightly more versatility. Don't forget it is concentration to maintain, and blocks line of effect, so I cannot quicken attack through it.

Perceptive and intimidating are useful, but again far from overpowered.

Voiceless, is more flavour than anything, since it functions identically to vocal communication. It is simply beneficial in areas of silence, and otherwise is a continuous comprehend languages for spoken word only.

And we are 10th level, almost 11th, so there is somewhat more flexibility in regard to power level. But the whole reason for posting here was to seek help with the character idea.

You're not using ARG's race building rules correctly. Under the rules, a standard tier race should have 10 RP or less and only have Standard tier traits. Most standard PC races have about 10 RP of traits and only rarely have an Advanced tier trait. You have a race with 30 RP and almost all Monstrous tier traits. One of traits give you double the movement speed of all common races and another gives you an at-will 3rd level spell. It doesn't matter what level you are -- your race is exceptionally powerful. The fact that you admit it's more powerful than a human -- arguably the best race in the core rules and one of the best races in the ARG -- should be a MASSIVE red flag.

You need to understand that PC races, unlike monsters, get their power from their class levels. So a standard PC race needs abilities that should feel appropriate for a 1st level character. You don't need to make a superpowerful race anyway. Just add a few traits for flavor and say that most of your aetherkineticist powers come from your "Mewtwo" heritage.

Also, just because a creature was genetically/magically created/enhanced does not mean it should have the construct type or subtype. The bestiary is full of creatures created or enhanced artificially by magic and science. If an irnakurse isn't a construct, then neither is Mewtwo, who doesn't have any of the traits of a construct.


THE ARG's race building rules are far from balanced, though. I remember reading a post where someone quoted a developer who supposedly said that they were designed with humans at 10rp, and everything else had to fit around that.


Skaeren wrote:
THE ARG's race building rules are far from balanced, though.

That's kinda true. Devs themselves have pointed out it's imperfect.

However, most of the traits we have been giving Mwetwo err on the side of being more powerful, not less, than the race points suggest. Considering the race points are at the insanity level... That's one scary PC.


Far from scary, I would say. Considering the cheese that can be done with standard races. High RP does not neccessarily mean powerful. It could just mean versatile. Or it could be because of choices that add little to overall power.

Some simple abuses: 2RP is at will mage armor and shield. Nice for 2RP. Or is it 4RP... Either way. Also nice are the two undead resistance traits. DR5/Slashing AND Bludgeoning. I think the only thing that could overcome it is an earth Kineticist. OR at low level the DR10/magic. Even at 10th, we have encountered only a handful of creatures with magic weapons.

The attributes could easily be changed to +2 Con, +2 Int, -2 Wis. Given I am basing it more on the first movie Mewtwo (which I guess makes a huge difference), I could drop the speed back down as well. This cuts it down to 19 rp, which would put it in line with Androids and Kasatha.

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Skaeren wrote:
THE ARG's race building rules are far from balanced, though. I remember reading a post where someone quoted a developer who supposedly said that they were designed with humans at 10rp, and everything else had to fit around that.

That's no excuse to completely ignore the rules and the fundamental principles of race design. That's precisely what your Mewtwo draft does. As flawed as the ARG rules are, they're still a good starting point.

A 19 RP is still too strong and the race still has lots of monstrous traits. Don't use obscure splatbook races as a measuring stick -- especially not the Kasatha, which has a very powerful monstrous trait and has really good ability scores. If you must, use the Lashunta race. While a really good race, it's reasonable at 11 RP and its most powerful traits are simply cantrips and a limited telepathy. The Lashunta is also the iconic psychic race of Golarion, so it makes a pretty good base to create a psychic race.


Skaeren wrote:
Far from scary, I would say. Considering the cheese that can be done with standard races. High RP does not neccessarily mean powerful. It could just mean versatile. Or it could be because of choices that add little to overall power.

...I think most of these builds kinda break the boat on that one...

Grand Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

Would a monster with class levels work better than a race for Mewtwo? I'd rank Mewtwo in the CR 12-15 range?


Galnörag wrote:
Would a monster with class levels work better than a race for Mewtwo? I'd rank Mewtwo in the CR 12-15 range?

For an end game mythic level boss?

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