Search

Out of Character

"Has anyone seen my D20?"

Episode 126: Toad in a Hole Part 1

http://outofcharacter.buzzsprout.com/13127/723139-episode-126-toad-in-the-hole-part-1

Advertisements

Pokemon #6

The fully evolved form of Charmander, Charizard, is a capable of dealing out extreme damage to its opponents. It also has the same temper that can make it took difficult for many trainers to control. However one a Charizard is in synch with its trainer they become a pair to be reckoned with. Aside from a stat boost Charizard gains access to some of the most iconic and powerful moves in its arsenal. It also gains the ability to fly opening up a whole new host of combat options.

Charizard

Large beast, neutral

Armor Class 18

Hit Points 125

Speed 35 ft.,flight 65 ft.

Str 18 (+2) Dex 16 (+2) Con 18 (+2)  Int 10 (+0) Wis 12 (+0)  Cha 16 (+1)

Damage Resistance ice, fire

Skills Acrobatics +6, Athletics +8, Intimidation +10

Senses Passive Perception 14

Languages Pokemon, understands Common but can’t speak

Challenge  10 (5,900 XP)

Fire-type. Charizard can produce a flame at will capable of lighting a bonfire. Charizard has resistance to the effects of cold, and gains advantage of saving throws from ice-type attacks. Charizard has disadvantage on attack rolls made in the rain, and its flamethrower only deals half damage.

Fiery-Spirit. Charizard has advantage on attack rolls made against a creature of an equal or higher level.

Pokemon. Charizard can be captured in a Pokeball, from that point on it will act as a companion to its new trainer.

Tail Flame. The flame on the end of Charizard tail is a sign of how healthy it is. A strong flame suggests it is physically well, while a dim flame usually indicates injury or sickness. If the flame on Charizard tail is extinguished it is reduce to 0 HP and must being making death saving throws. The flame is magical in nature and is difficult to extinguish. Simply trying to douse the flame or extinguish it by hand will not be effective. However, if exposed directly to water for more than 3 turns the flame is extinguished.

Willful. Charizard has advantage on Charisma saving throws. Charizard will not obey commands from a trainer whose level is lower than its own. If used during a Pokemon battle the GM determines Charizard’s actions if it will not obey its trainer.

Actions

Slash: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 22 (2d12+8) slashing damage.

Swoop: Charizard takes flight and moves up to its full movement as a bonus action. During its movement Charizard can make either a Slash or Flamethrower attack.

Firespin: Charizard creates a swirling vortex of fire originating with 30 ft., and encircling a 15 ft area. Any creature that begins or ends its turn within this area takes 8 fire damage. Charizard may maintain this effect as a bonus action.

Fireblast: The ultimate fire-type Pokemon attack Fireblast is a devastating move. Ranged Weapon Attack: +8 to hit, range 50 ft., one target. Hit: 105 (10d10+10) fire damage. Non-magical wood, stone, or metal objects or structures struck by Fireblast are engulfed in flames and reduced to ashes.Each time Charizard uses Fireblast it suffers one level of exhaustion.

Flamethrower: Charizard expels a line of fire extending 40/60 ft any creatures caught in the line must make a DC 14 Dexterity saving throw. On a failed save they take 30 (6d6+2) fire damage, and 2 ongoing fire damage at the start of their next turn. On a failed save the target takes half damage on no ongoing damage.

Rage: As an action Charizard enters a rage. While raging it has advantage on Strength checks and Strength saving throw. Charizard adds its level to damage rolls. Charizard gains resistance to bludgeoning, piercing, and slashing damage. While raging Charizard cannot use flamethrower.

Submission: Melee Attack: +8 to hit, reach 5 ft., one grappled target. Hit: 42 (6d8+8) bludgeoning damage, Charizard takes 8 bludgeoning damage. The target is released from being grappled.

Pokemon #5 Charmeleon

Someone requested that we release the evolutions for Charmander as soon as possible, so I present Charmeleon. The evolved form of Charmander is a great deal more powerful, but that power comes at a price. Charmeleon won’t obey commands from a trainer that it doesn’t respect, and will run wild if it isn’t raised well.

Charmeleon

Small beast, neutral

Armor Class 16

Hit Points 72

Speed 35 ft.

Str 15 (+2) Dex 15 (+2) Con 14 (+2)  Int 10 (+0) Wis 10 (+0)  Cha 14 (+1)

Damage Resistance ice, fire

Skills Athletics +6

Senses Passive Perception 12

Languages Pokemon, understands Common but can’t speak

Challenge  7 (2,900 XP)

Evolution. After gaining 25,000 XP Charmeleon evolves into Charizard.

Fire-type. Charmeleon can produce a flame at will capable of lighting a bonfire. Charmeleon has resistance to the effects of cold, and gains advantage of saving throws from ice-type attacks. Charmeleon has disadvantage on attack rolls made in the rain, and its flamethrower only deals half damage.

Pokemon. Charmeleon can be captured in a Pokeball, from that point on it will act as a companion to its new trainer.

Tail Flame. The flame on the end of Charmeleon’s tail is a sign of how healthy it is. A strong flame suggests it is physically well, while a dim flame usually indicates injury or sickness. If the flame on Charmeleon’s tail is extinguished it is reduce to 0 HP and must being making death saving throws. The flame is magical in nature and is difficult to extinguish. Simply trying to douse the flame or extinguish it by hand will not be effective. However, if exposed directly to water for more than 3 turns the flame is extinguished.

Willful. Charmeleon has advantage on Charisma saving throws. Charmelon will not obey commands from a trainer whose level is lower than its own. If used during a Pokemon battle the GM determines Charmeleon’s actions if it will not obey its trainer.

Actions

Slash: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8+3) slashing damage.

Flamethrower: Charmeleon expels a line of fire extending 45/65 ft any creatures caught in the line must make a DC 16 Dexterity saving throw. On a failed save they take 50 (6d10+5) fire damage, and 5 ongoing fire damage at the start of their next turn. On a failed save the target takes half damage on no ongoing damage.

Rage: As an action Charmeleon enters a rage. While raging it has advantage on Strength checks and Strength saving throw. Charmeleon adds its level to damage rolls. Charmeleon gains resistance to bludgeoning, piercing, and slashing damage. While raging Charmeleon cannot use flamethrower.

Episode 122: Wanted in Oranel Part 2 Escape from Vespok Fortress

http://outofcharacter.buzzsprout.com/13127/677844-episode-122-wanted-in-oranel-part-2-escape-from-vespok-fortress

Wanted in Oranel Part 1: Escape from Vespok Fortress

http://outofcharacter.buzzsprout.com/13127/661156-episode-wanted-in-oranel-part-1-escape-from-vespok-fortress

Pokemon #27 Sandshrew

The first ground-type for my 5e Pokedex, and one of my favorites is Sandshrew. I’ve always thought Sandshrew has a really cool design and I wanted to give ground-types something special to make them unique. Immunity to lightning damage, couple with the ability to burrow at great speed will let Sandshrew attack from cover while also giving it an avenue of escape most low-level parties won’t be able to do much about.

Sandshrews do prefer living in caves and tunnels so I gave them some special senses to allow them to survive in those environments a bit more easily.

Sandshrew

Small beast, neutral

Armor Class 15 (Natural Armor)

Hit Points 20

Speed 20 ft., burrow 35 ft.

Str 12 (+1)  Dex 14 (+2) Con 14 (+2)  Int 10 (+0)   Wis 12 (+1) Cha 10 (+0)

Damage Immunity lighting

Skills Acrobatics, +4, Athletics +3

Senses Darkvision 60 ft., passive Perception, Tremorsense 50 ft.

Languages Pokemon, understands Common but can’t speak.

Challenge 1

Evolution. After earning 6,000 XP Sandshrew evolves into Sandslash.

Ground-type. Sandshrew suffers disadvantage on Strength (Athletics) checks made to swim.

Pokemon. Sandshrew can be captured in a Pokeball, from that point on it will act as a companion to its new trainer.

Actions

Defense Curl. Sandshrew curls tightly into a ball granting it a +2 bonus to it armor class. It also gains resistance to bludgeoning, piercing, and slashing damage as long as it continues to use defensive curl. Sandshrew can be commanded to remain curled as a bonus action, but cannot take any other actions.

Slash. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hits: 10 (2d6+3) slashing damage.

Pokemon #37 Vulpix

I always thought the fact that Brock had a Vulpix was cool, and Episode #28 which really delves into the world of Pokemon breeders for the first time showed the good and bad sides of Pokemon fashion trends. I didn’t make Vulpix to be the most powerful Pokemon out there, but it is a great option for Pokemon breeders.

Vulpix

Small beast, neutral

Armor Class 11 (natural armor)

Hit Points 20 (3d8+0)

Speed 30 ft.

Str 8 (-1)  Dex 10 (+0) Con 8 (-1)  Int 10 (+0)   Wis 12 (+1) Cha 14 (+2)

Damage Resistance cold and fire

Skills Acrobatics +2, Performance +4, Persuasion +4

Senses passive Perception 12

Languages Pokemon, understands Common but can’t speak.

Challenge 1

Evolution. After being exposed to a Fire Stone Vulpix evolves in Ninetales.

Fire-type. Vulpix can produce a flame at will capable of lighting a bonfire. Vulpix has resistance to the effects of cold, and gains advantage of saving throws from ice-type attacks. Vulpix has disadvantage on attack rolls made in the rain, and its flamethrower only deals half damage.

Pokemon. Vulpix can be captured in a Pokeball, from that point on it will act as a companion to its new trainer.

Pokemon Fashion Icon. An idol of Pokemon contests Vulpix has advantage on skills check made during such competitions.

Actions

Flamethrower: Vulpix expels a line of fire extending 40/60 ft any creatures caught in the line must make a DC 11 Dexterity saving throw. On a failed save they take 14 (3d6+2) fire damage, and 2 ongoing fire damage at the start of their next turn. On a failed save the target takes half damage on no ongoing damage.

Episode 120: The Lamp Lighters Part 7 A Higher Calling

http://outofcharacter.buzzsprout.com/13127/663874-episode-120-the-lamp-lighters-part-7-a-higher-calling

Pokemon #21 Spearow

Jumping back into filling out the Pokedex for the Pokemon Trainer D&D class which continues to draw interest. I want to chip away at the lower numbers less experienced trainers are likely to encounter. Spearow is always something of a wild Pokemon, definitely the sort of thing an aggressive trainer might favor over the more docile flying-types.

I made Spearow to be a minor nuisance alone, but in a flock they can be dangerous and should be approached with caution. Hopefully trainers enjoy Spearow and I’ll be adding more to the Pokedex soon.

Spearow

Small beast, neutral

Armor Class 13 (natural armor)

Hit Points 16 (3d8+1)

Speed 20 ft., fly 50 ft.

Str 12 (+1) Dex 14 (+2) Con 10 (+0) Int  6 (-2) Wis 12 (+1) Cha 10 (+0)

Damage Resistance bludgeoning from non-stone weapons.

Damage Vulnerabilities ice, electric

Skills Intimidation +3, Perception  +4

Senses passive Perception 11

Languages Pokemon, understands Common but can’t speak.

Challenge 1

Bully. Spearow has advantage on Charisma (Intimidation) checks.

 Evolution. After earning 6,000 XP Spearow evolves into Fearow.

 Flock Tactics. Spearow has advantage on attack rolls when another Spearow is within 15 ft. of it. Spearow’s Armor Class is increased by +1 when there is another Spearow with 25 ft. of it to a maximum of +3.

Pokemon. Pidgeotto can be captured in a Pokeball, from that point on it will act as a companion to its new trainer.

Actions

 Peck. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Blog at WordPress.com.

Up ↑