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"Has anyone seen my D20?"

Episode 128: Knowing Oranel Creation & Deities

http://outofcharacter.buzzsprout.com/13127/739943-episode-128-knowing-oranel-creation-deities

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Episode 130: Enlarge/Reduce

http://outofcharacter.buzzsprout.com/13127/751194-episode-130-enlarge-reduce

Pokemon #143 Snorlax

For our next entry in the Pokedex and the first Normal-type Pokemon I wanted to go with one of the most recognizable, and arguably most difficult Pokemon to train. Snorlax is a major powerhouse that can go toe to toe with most any opponent, but they have some disadvantages. Trainers my find themselves going bankrupt just trying to keep their Pokemon fed, and it has a habit of dozing off at inopportune times. Snorlax is also the first Pokemon that I’ve armed with hyper-beam which to my mind should be a devastating move.

For a the right trainer Snorlax could be a great companion, for the wrong one it is sure to be a nightmare. With a massive pool of hp Snorlax is more likely to fall asleep than it is to be knocked out by an opponent.

Snorlax

Large beast, neutral

Armor Class 12

Hit Points 402

Speed 20 ft.

Str 20 (+5) Dex 8 (-1) Con 20 (+5)  Int 10 (+0) Wis 8 (-1)  Cha 10 (+0)

Damage Vulnerabilities bludgeoning damage dealt by Fighting-type Pokemon.

Skills Athletics +10

Senses passive Perception 10

Languages Pokemon, understands Common but can’t speak

Challenge  10 (5,900 XP)

Chow-Hound: Snorlax has advantage on Wisdom (Perception) checks relying on smell to detect food nearby.

Drowsy. During the first round of battle Snorlax suffers disadvantage on attack rolls. It must also make a DC 10 Constitution saving throw to avoid falling asleep on its first turn.

Normal-type. When leveling up Snorlas’s HP the trainer can roll twice taking the better of two rolls.

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

Ravenous. Snorlax requires a massive amount of food every day. Snorlax must consume up to 900 lbs (200 gp vlaue). of food a day to maintain a healthy weight.

Sleeping Pokemon. Snorlax has disadvantage on saving throws made to resist Sleep effects. If Snorlax is the sole target of the Sleep spell it automatically falls asleep disregarding hp totals.

Thick Body. Snorlax has resistance to all types of damage, except bludgeoing damage dealt by Fighting-type Pokemon.

Throws its Weight Around. Snorlax cannot be pushed, pulled, or moved against its will unless it is unconscious or disabled. Magical effects that would move Snorlax effect it normally. Flight spells allow Snorlax half their normal movement speed.

Actions

Body Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 56 (6d12+10) bludgeoning damage. All creatures within 30 ft. of the target except for Snorlax must make a DC 10 Dexterity saving throw. On a failed save they are knocked prone and take 5 bludgeoning damage.

Hyper-beam: Range Weapon Attack: +3 to hit, range 100 ft., one target. Hit: 106 (10d10+10) radiant damage. If the target is reduced below 100 hit points by this attack they are killed. Each time Snorlax uses Hyper-beam it suffers one level of exhaustion.

Rest: Snorlax immediately falls asleep regaining 1d20 + its Constitution modifier HP per round. Snoralx can attempt a DC 12 Constitution saving throw to awaken on its turn.

Snore: While asleep Snorlax is capable of using a powerful snore. All creatures within 30 ft. of Snorlax on its turn take 15 (2d8+3) thunder damage.

Pokemon 5e Update

So, just a quick update on the 5e Pokedex. I’ve been working on this project for a long time now, and it is not yet where I want it to be. We’re not even through the original 150 Pokemon, much less the more recent additions to the Pokedex.

Part of that is because I honestly didn’t expect there to be so much interest in the project, so I’ve set it aside after a few weeks more than once only to be hit with emails from folks looking for more (which is amazing). So I’m going to buckled down and push out the rest of the original 150 by the end of the year. Give yourselves a round of applause because without folks saying they liked it/wanted it this would probably never happen.

I’m also going to try and expand the types to include more recent additions soon too.

Pokemon #123

Our first Bug-type Pokemon is the bladed Scyther! This is one of those super aggressive Pokemon whose style of combat I really wanted to favor. Scyther is not a cautious Pokemon, it favors aggressive combat and puts down opponents with rapid powerful attacks. I really like Sychter for a player’s powerhouse since it can do a little bit of everything. Flight, serious combat prowess, and a fast style of fighting make it a nice fit for Pokemon trainers with a wide variety of styles.

Scyther

Medium beast, neutral

Armor Class  16 (Natural Armor)

Hit Points 72

Speed 50 ft., fly 35 ft.

Str 14 (+2)  Dex  16 (+3) Con 12 (+1)  Int 8 (-1) Wis 12 (+1)  Cha 14 (+2)

Damage Vulnerabilities fire, ice

Skills Acrobatics +6, Athletics +5, Intimidation +5

Senses passive Perception 13

Languages Pokemon, understands Common but can’t speak.

Challenge 7

Aggressive. Scyther can add +10 to its Initiative roll, but attacks made against it during the first round have advantage.

Bug-type. All Bug-type Pokemon are especially adept at sensing their surroundings, Scyther has advantage on Wisdom (Perception) checks.

Enraged. At the sight of the color red Scyther flies into a violent rage. Scyther will attack the source of the color disregarding its trainer’s commands.

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

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

Actions

Agility. After using Agility Scyther can select one of the following effects:

*Attack rolls made against Sycther have disadvantage for the rest of this round.

*Scyther gains advantage on Dexterity saving throws for the rest of this round.

*Double Scyther’smovement speed for the rest of this round.

SlashMelee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit:  24 (3d10+6) slashing damage.

Swords Dance. Performing this action allows grants Scyther advantage to its next attack roll, and increases the damage dealt by 1d6.

Pokemon #119 Seaking

When the base evolution of a Pokemon is already as great as Goldeen there’s not much room for improvement, so I found myself in a difficult position with Seaking. Mostly I focused on beefing up the stats a bit, but I also incorporated increasing perception to reflect their behavior of guarding their eggs far more protectively than Goldeen. In general if you liked Goldeen you’ll probably love Seaking.

Seaking

Medium beast, neutral

Armor Class  15 (Natural Armor)

Hit Points 84

Speed Swim 100 ft.

Str  18 (+4) Dex 12 (+1)  Con 16 (+3) Int 10 (+0) Wis 12 (+1)  Cha 10 (+0)

Damage Resistances fire, ice

Damage Vulnerabilities lightning, thunder

Skills Athletics (+10), Perception (+4)

Senses Darkvision 60 ft., passive Perception 11

Languages Pokemon, understands Common but can’t speak.

Challenge 6

Water-type. Seaking has a swim speed and advantage on Athletics checks related to swimming. Seaking also has advantage on attack rolls made in or around an abundant source of water such as a river, lake, or the ocean. Seaking is able to breathe underwater and will not suffer the effects of drowning.

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

Actions

Horn AttackMelee Weapon Attack: +8 to hit, reach 5 ft. , one target. Hit: 20 (2d10+8) piercing damage.

Waterfall. Melee Weapon Attack: +8 to hit, reach 60 ft., one target. When using Waterfall Seaking can soar up to 60 ft. into the air to strike a target. After using this attack all attack rolls against Seaking have advantage for the rest of the round. Hit: 30 (3d12+8) bludgeoning damage.

Pokemon #118 Goldeen

Getting back to working on our Pokedex for the 5e Pokemon Trainer character class as there has been more than a little renewed interest in the project as of late. I thought today we’d do something a little bit different with Goldeen, one of Misty’ water-type staples from the earliest generation of Pokemon.

We first got a glimpse of Goldeen way back in the episode Pokemon Emergency when Misty faced off against Team Rocket. Since the battle took place in a Pokemon center Goldeen was immediately recalled and Misty mentioned something about Water-type Pokemon not being able to battle on land. Now of course, we know that isn’t the case for all Water-types, but Goldeen is one of the exceptions.

Goldeen can’t move on land, but it does have quite a few other things strongly in their favor. Pokemon capable of swimming up to 5 knots at a steady clip against the current are certain to be strong, have a great deal of endurance, and are going to fast in the water.

I gave Goldeen an extreme speed, and a fair amount of staying power. Their attacks are brutally physical relying on their horn. Personally I think Goldeen would make a fantastic addition to a water based roster or a nautical campaign. They’e pretty territorial too so a school of these represent a serious threat to unwary trainers.

Goldeen

Small beast, neutral

Armor Class  13 (Natural Armor)

Hit Points 62

Speed Swim 100 ft.

Str  16 (+3) Dex 12 (+1)  Con 14 (+2) Int 10 (+0) Wis 10(+0)  Cha 10 (+0)

Damage Resistances fire, ice

Damage Vulnerabilities lightning, thunder

Skills Athletics (+8)

Senses Darkvision 60 ft., passive Perception 10

Languages Pokemon, understands Common but can’t speak.

Challenge 5

Evolution. After earning 6,000 XP Goldeen evolves into Seaking.

Water-type. Goldeen has a swim speed and advantage on Athletics checks related to swimming. Goldeen also has advantage on attack rolls made in or around an abundant source of water such as a river, lake, or the ocean. Goldeen is able to breathe underwater and will not suffer the effects of drowning.

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

Actions

Horn AttackMelee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 16 (2d8+6) piercing damage.

Waterfall. Melee Weapon Attack: +6 to hit, reach 60 ft., one target. When using Waterfall Goldeen can soar up to 60 ft. into the air to strike a target. After using this attack all attack rolls against Goldeen have advantage for the rest of the round. Hit: 24 (2d12+6) bludgeoning damage.

Episode 126: Toad in a Hole Part 1

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

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.

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