· 8 years ago · Jan 23, 2018, 05:38 AM
1Table of contents.
2
31) Story
4
52) Reputation system
6
73) Populations’ types
8
94) Currency
10
115) Different type of areas
12
136) Pokémon
14
157) Size different:
16
17 7. A) Diminutive
18 7. B) Tiny
19 7. C) Small
20 7. D) Fine
21 7. E) Medium
22 7. F) Large
23 7. G) Lanky
24 7. H) Huge
25 7. I) Gargantuan
26 7. J) Colossal/Colossal+
27
288) List of perks/feats of groups - List of perks:
29
30 8. A) Rune Empire
31 8. B) Empire of the Chaotic Fox
32 8. C) Unholy Spirit Empire
33 8. D) Empire of the Five Holy Eagles
34 8. E) Empire Cyborgs of Eternity
35 8. F) Infernal Empire of the Fangs
36 8. G) True Green Empire
378. H) Celestial Empire
38 8. I) Hive of Order Empire
39 8. J) Empire of the Two South Otters
40 8. K) Shadow claws Empire
41 8. L) Plague Force Empire
42 8. N) Empire of the Diamond Skulled Coyote
43 8. M) Empire of the Icy Animals
44 8. O) Lawful Empire
45 8. P) Empire of the Superstitions
46 8. Q) Empire of the Seventy West Dragons
47
489) Groups of feats:
49
50 9. A) Oral vore
51 9. B) Tail vore
52 9. C) Unbirthing
53 9. D) Milking
54
5510) List of pokemon attacks
56
57 10. A) Major status ailment
58 10. B) Minor status ailment
5910. C) The weakest set of moves
6010. D) Somewhat better then common attacks
6110. E) Set of moves that take some time to use
6210. F) Little better then weak attacks
6310. G) Somewhat powerful moves
6410. H) Powerful moves
6510. I) AoE moves
66
6711) Item listing
68
6911. A) Size chart
7011. B) General shop items
7111. C) Trade skill shop
7211. D) Armor shops
7311. E) General skill shop
7411. F) Poisons
7511. G) Herbs
76
77 11. C. A) Electabuzz bite
78 11. C. B) Blissey's kiss
79 11. C. C) Alakazam's 3rd eye
80 11. C. D) Steel type blood
81 11. C. E) Synchronize's herb
82 11. C. F) Venusaur's leaf
83 11. C. G) Baby Oddish leaf
84 11. C. H) Rattata's bite
85 11. C. I) Glaceon's hug
86 11. C. J) Hard Squirtle shell
87 11. C. k) Vileplume flower
88 11. C. L) Lucario's 2nd try
89 11. C. N) Kind Infernape
90 11. C. M) Torterra's berry
91 11. C.N) Of a Tropius
92 11. C. P) Serperior's bite
93 11. C. Q) Vespiquen's order
94 11. C. R) Poliwag's weed
95 11. C. S) Leftover-root
96 11. C. T) Umbreon rose
97 11. C. U) Mother's care
98 11. C. V) Snorlax's sleep
99 11. C. W) Lucario's aura
100 11. C. X) Furret's meds
101 11. C. Y) Shinx's tail
102 11. C. Z) Ditto's power
103 11. C. ZA) Night's eye
104 11. C. ZB) Deadly nightshade
105 11. C. ZC) Elfish Gardevoir
106 11. C. ZD) Mankey attack
107 11. C. ZE) GaraGara's Bonemerang
108
10912) Classes
110
111 12. A) Elemental Shaman
11212. B) Affliction Warlock
11312. C) Bear/Cat Druids
11412. D) Beast master/Survival Hunter
11512. E) Subtlety/Assassination Rogues
11612. F) Arcane/Frost Mage
11712. G) Fury/Protection Warrior
11812. H) Shadow/Discipline Priests
11912. I) Retribution/Holy Paladin
12012. J) Bard
12112. K) Necromancer
12212. L) Elementalist
123
124September 1, 1998
125
126This date... this date I know very well. This date is the beginning of the end, the start where man's and pokemon’s will bond slowly break. Hm... That boy... that boy’s names... what was his name again? Or was it Red? Was it Red hat kid? No, that was his general name... oh, I remember; it was Ash Ketchum, that unneeded human. I knew something wasn't right in Pallet Town when I was walking pass it on one of my many vacations, one of them being in Kanto at the time.
127
128I felt something abnormal about that town; I knew I should have 'clean' Pallet off the map, level it or something. Damn my cursed kind heart at that time. I couldn't help myself, I didn't want to take down any humans at that time, if only I did and I wouldn't be making this note now.
129
130Signed
131Yoshi, the shinxtails
132
133October 15, 2000
134
135Ever gotten the feeling of déjà -vu before? I knew something wasn't right. I knew word of mouth gets around, namely about some kid becoming the Elite Four member or something, I can't remember off the top of my head. But still, I knew the Ketchum kid was moving around the world for some reason, most likely a dumb one. I can clearly see that boy would be a pain in my side, but I didn't gave it much mind, I didn't knew it, but he'll slowly bring the world down from his actions, which will come back to get me.
136
137Signed
138Yoshi, the shinxtails
139
140March 19, 2003
141
142I couldn't turn a blind eye to the Ketchum kid anymore, that kid was messing with things that he clearly shouldn't. Namely, they’re slowly getting pokemons into the rolls of the hard workers in towns, cries, villages and other areas. Man and human could easily keep themselves inline if that kid just kept himself in that Kanto area. That kid shouldn't have been born... Humans always take the easiest way out of things; this wouldn't be much different here.
143
144Signed
145Yoshi, the shinxtails
146
147October 22, 20010
148
149That boy... that boy, Ash Ketchum, had gone too far. I can understand man and pokemon becoming friends and all and using some of their powers, but finding and using powers that's be-yard human understanding is another thing. The following is the list of prove that I found to back myself up with;
150
151November 12, 1999 - New Island
152
153First of the many facts that man can't handle the power of mons is on a island, oddly name, New Island, where a laboratory had made a named a work of theirs, in my opinion is lazy, 'Mewtwo' was born. That pokemon, in-of-itself, is a corrupt work of man that shouldn't have seen the light of day. I knew 'Mewtwo', clearly, wasn't happy being made by man's hand. But, sadly, he put his hopes in controlling his powers by a human who called himself Giovanni. This Giovanni guy is another proves that man will take anything and bend and break things to suit themselves. As time gone pass where Mewtwo was under the control of Giovanni, he slowly became fed up and hit the round, but to be right, the air. To make a long story short; Mewtwo's actions that were obviously pushed by man push him to call out any humans to fight against his own works. Lives were lost, many were hurt and some of the injured had ruined their lives.
154
155All of this could have been avoided if he wasn't made, and all of the other Mewtwos that was made by other labs for one reason or other. This was back up by the fact of a Mewtwo info is in the pokedex.
156
157
158July 21, 2000 - Shamuti Island, Orange Islands
159
160This is another fact that man can't handle what's around them. The three birds, Moltres, Zapdos, and Articuno, (which I don't know what their real job in this world is for) had slept for many years before man wanted to bring them out of their slumber for, not something new by man, to have power that they can't understand. Man is known for using overpowered, unneeded bots into do something that's fairly easily done. Had man really spoiled themselves to the point where the words 'Hard work' is an act of murder to them? But I digress.
161
162A man that goes by the name of Lawrence, whose goal was, takes a guess as to why; to have power. As I said before in my little rant, the Lawrence guy took an overpower work of engineering to catch the three. As the humans fight with one another, along with the threesome birds having an unneeded fight to have control of three islands? I don't understand others at times like this. But still, the humans had to fail, like good little 'Heroes' some of them are to 'fight the forces of evil'. But sadly, all humans are evil deep down, killing one another for their own deeps, for nothing more than a sad and selfish reason; for the better good.
163
164April 6, 2001 - Greenfield
165
166This is an odd event, from the fact that the Unknown is in this mess. I can't tell you what use they were made for, but I can tell you Arceus were high when he made them. I shell get to him in due time. Now, onto the topic at paw; a male human name Spencer Hale, which I shell refer to just as 'Hale' from this point on.
167
168Hale is a research scientist who is researching on the elusive Unown. Hale had came across some Unown letters in his researching of a site. In my opinion of the Unknown, I would classify them as the 2nd most useless pokemon in the world, for the only reason they know the move; Hidden Power. The most useless is being Magikarp, don't get me started on that pokemon. Back onto Topic.
169
170Hale disappears from this world and left his kid behind, in my opinion should have been eaten by wolfs so this event wouldn't have happen. The Unown seem too had given the girl her wish, who was name Molly, which I like to call 'A waste of meat and blood'. The Unknown, for some reason, made a fake Entei, if I remember right, the only being that can make mons is this so call 'God' name Arceus. Something isn't right about this and I shell find out. As this girl's mind starts to slowly move away from the real world by the help of the Unown, the area where she live started to become disarray by crystal-like egg shell which was slowly ever growing as the girl's feelings started to become wild like the wind.
171
172The events in that crystal-like egg shell can be cut down to something like this; a girl who's father were too preoccupied by some work that would end up in a fail, humans have too much pride for their own doing. Hale shouldn't have had a kid if he wasn't giving his kid any time where she wanted a fake dad to care for her, which I think is a bad sigh. Oh well, the events happen and they're set in stone.
173
174October 11, 2002 - Arborville, Johto
175
176This is a good fact that shows that humans will always misuse the powers of mons, one of two, which I shell get to later. This event takes in the past, with the human of a nuisance to me, which I love to see gone; Ash Ketchum, who was sent into the past with a pair of humans as well; Misty Williams and Brock Parker, both of which should stay in their own home towns if they know what's good for them.
177
178For this event to had happened, a male human named Samuel Oak, who is often called just; Professor Oak, for short. Oak, as a kid, had gone through time and space, which can easily be rips to bits and tossing this world and unknown number of worlds as well into a black hole or something. Humans so easily misuse and abuse things they have.
179
180Ash, being the human with the IQ of a door knob that he is gets the idea of 'he should do something about this'. When will humans learn that the end result doesn't justify the means? Oh well. Now, Celebi was the pokemon who was running away from a human who called himself just 'Hunter'. I couldn't get any more info on this man.
181
182Now Celebi, for some unknown reason as it appears to me, who gone back to the past with the four humans to take care of the human with Hunter and his pokemon. I find it rater hypocritical of the four humans want to 'free' the mons from Hunter, but have mons trap in small, steel balls. Common sense is toss out the window.
183
184As the bottle gone on, Celebi died when the Ash tried to free... him, or Celebi it a girl? Who in hell knows? But anyways, those humans had gone to Celebi's home lake call; Lake of Life. For some unknown reason to me, Suicune was there. Don't ask me why.
185
186May 16, 2003 - Altomare, Johto
187
188This date... this date shows that Ash Ketchum's true colors. The dirty human, he should have been locked away. This event takes place in water-themed, Altomare. The short story behind this city is about; 'Latios, I don't know his name, fought against a human who was attacking the city with a Kabutops and an Aerodactyl to terrorize the citizens, until the original Latios came to the city, using his powers to drown the Pokémon and turning the streets into canals. However, Latios died and his children were left orphans. His soul is within a special jewel, the Soul Dew.' That's all I'm able to fish up, no pun intended.
189
190Now, back to this date, Ash Ketchum, the human walking bag of rocks, takes part in an event with Misty, and Brock are visiting Altomare on their travels. Ash and Misty participate in the Tour de Altomare, a water chariot race. Latias and Latios, for some reason, softly pulled Ash off the water way by the invisible pair.
191
192Now, let’s skip ahead a bit to the event I want to draw your mind to; the Soul Dew, the one from the story I told you about in the back-story of this city. There was a battle where the Latios was catch by a pair of humans, Annie and Oakley (no shock there) and was force to attack his family and the humans.
193
194As time goes on, Latios was free, but was greatly injured when he was in the human’s control. When they gotten their hands on the Soul Dew, they used it to try and flood the city. But Latios and Latias use their psychic powers to destroy the tidal wave that was coming to the city. The Latios gave his life to save the city, I don't know why, though.
195
196One thing bugs me from all of this; if the first Latios made give his life to save the city and left behind the Soul Dew, why in hell when it lost it power make a tidal wave? So you save the city in life, but give it the middle finger in death?
197
1986th to 7th November 2009 - Alamos Town
199
200Let’s go to the 2nd newest event, I'm still working on that one as I take this down to send to you, My Goddess. I have to apologize to you my Goddess, I wanted to list every bit of information and prove that the humans, in the world you've sent me too, need to be 'restarted'.
201
202Now, the first of three events;
203
204This all started in the town call 'Alamos Town', with, (no bloody shock to anyone, unless someone who's reading this lives under a rock) Ask and his human friends come to the town for the same old reason Mr. Ketchum had been going all over the world; Pokémon contest. Goddess, this kid needs a life, ASAP.
205
206Now, This event, the 6th, take part with three mons; Palkia (who's said is able to control space, Dialga (who's said to control time) and Darkrai (said who can make nightmares... sounds like a load to me, sad). I seen and heard that Palkia and Dialga fight with one another number of times. I don't know why, but I think it's because one of the fallowing reason;
207
2081) Those two need to get yiff, big time.
2092) They're around the age of three, both of them. And lastly,
2103) Someone can't keep it up in bed, I wonder who.
211
212The story behind this event is that Dialga and Palkia fight with one another, from what I've heard, they get into one another space. But my understanding of time and space, from when in training as a young kit, finding and much info on anything in the world of the kitsune world, my 2nd home, first being the pokemon. Now, Time and space is one of same thing, two sizes of the same coin. One can't live without the other. There wouldn't be anywhere to life without space and nothing happens without time. So, something is fishy about this.
213
214The two was slowly breaking the town, bit by bit as the two locks horns. Now, a human name Alice uses some song from his grandma. Sometimes, the humans get luck, but this is too lucky.
215
2166th November - same day
217
218The very same day, a small, grass type pokemon name 'Shaymin'. I'm not 100% sure why Shaymin was in this, but I have to say 'Thank you' to that pokemon, I was able to get a form that I enjoyed using. Now, let’s return back to the topic.
219
220As the two fight with one another, Dialga and Palkia, the feeling I gotten that something fishy rang true. In this event, a pokemon name 'Giratina', something about being the anti-matter pokemon or something. This world doesn't make much sense, but oh well.
221
222Now, from what I can put together, from fallowing the human with a rock for a brain, (Ash Ketchum), and his friends that when the events from that dead, the fighting between Dialga, Palkia and Darkrai, left some dark mist. This doesn't make sense, seeing as humans blow things up like hills before. The reasoning behind this isn't here.
223
224A human, name Zero, I hope to you that he named himself that. Now, Zero wants this power to blow up the world using Giratina's power, (blah, blah, blah, same old thing like beating your head against a wall). In the world where Zero, Ash, the other humans and I was sent to a world called 'Distortion World', more like boring world to me with a lot of bubbles there. I've seen a bubble popped and was told that an explosion where ever the bubble was showing. Now, there was this battle, most of it just same old pokemon battle you'll see where in this world.
225
226As the battle, mostly boring, Giratina was bong to his knees by Zero. Zero gotten his power that he wanted, don't know why make a power to be steal-able is be-yard my understanding. Giratina was healed by the Shaymin, which shouldn't have gotten in the middle of this by the humans.
227
228Zero was beaten and the world was happy, that was end of the event on that date.
229
2307th November 2009 - Michina
231
232This date is the 2nd to last of the proof, kind of wish I can give the latest to you now, it's about the humans forcing a mother to fight for her kid by the humans, sad, I know. Humans can be so low, it's unbeliever.
233
234Now, this event is about so called 'God', Arceus. My input on this; more of a disappointment, pathetic, a waste of blood and flesh pokemon if you ask me for my honest opinion about it, but that’s just me on the matter. Now, this is the other prove that humans will misuse anything given to him, no matter where or when. The human mule - Mr. Ash - is met up with the pair of sexless lovers; Dialga and Palkia. The two was didn't get their sexual relaxation, I guess, and are back at fighting with one another. Maybe we can send them some toys to help? Hah. And Giratina, but who cares about that emo pokemon? But with all kidding aside, the two kept on fighting till Arceus, the more sexual starve pokemon, came into the show.
235
236Some human, name Sheena said to be able talk to pokemon’s hearth, I think that's a load, Goddess. The reason why they're attacking is from Arceus waking up... which make no sense to me. It's like me setting a town on fire when an eevee is waking up. Sheena said about something going in the past or something, didn't gave much mind as I just fallowed along, making sure I watch them closely from the shadows. I know the rules with kitsunes and humans; we mustn't mess with human's life at any cost and have as little as contact with them.
237
238Now, a human in the past name Marcus made the betrayal with Arceus. Something about the Jewel of Life made from five out of the sixteen plates Arceus own. If he wasn't to give life to the land, why not just wave a hand and make plant life? Some 'God', hah, why would a so called 'God' give up his power to a human, which, not shocking, ran off with it? Damn ass.
239
240In closeting, I want to sum everything up before giving my input on all of this.
241
2427th November 2009 - Michina
243
244Proof that man will steal anything when helped.
245
2466th to 7th November 2009 -
247
248Man is willing to end their own world by any means.
249
250May 16, 2003 - Altomare, Johto
251
252Man, said to care for mons, is willing to cut down their so called 'friends' for their own well being.
253
254October 11, 2002 - Arborville, Johto
255
256Man is willing to go back through time to end the many lives for their own means.
257
258April 6, 2001 - Greenfield
259
260Man shows that their need for power is the only think on their mind, their kids are last.
261
262July 21, 2000 - Shamuti Island, Orange Islands
263
264Man unable to stay away where they aren't needed, let sleeping mons lie.
265
266November 12, 1999 - New Island
267
268Man's first step into self-destroying.
269
270My input:
271
272I been told I'm mad for wanting to start the world over, wanting to fix everything from the ground up. But I don't think I am. I was told to 'Fix what we have now', but how can you first something that is unable to be fix and its hold on the world won’t let go if now first? What then I ask them?
273
274All I have to say to this is; every day, humans come one step closer to self destruction! I'm not destroying the world, I'm saving it.
275
276Signed
277Yoshi, the shinxtails
278
279March 4, 2011 – Ruins of Chargestone Cave
280
281This letter will enclose my report of the Pokémon-human world I had restarted, as ordered too. It were an exquisite experience, if I do say so myself. The reason behind that it is something you do not get to see this kind of thing any day of the year, Holy Goddess, Inari.
282
283Now, onto the report, at 9:54 AM in the woods near Driftveil City - near the city's market, I set my plan into action. First, I have to scan the area, making sure I take down any points of escape that the humans may have to use; the Driftveil's Drawbridge that connect Driftveil to Unova Route 5 that goes to Nimbasa City, one of my hits later on in the day. In addition, Unova Route 6, which leads back to my home base, Chargestone Cave.
284
285Knowing the facts that Driftveil City is a fishing port, import and export of goods, I knew I had to take that out along with the drawbridge as well as the route there. However, the only question I had to ask myself, "How will I close this city off to the world as well as keep the humans here before I take them out?" Then, I got my answer, my shamanism powers!
286
287I started out my attack by chanting the shamanism ritual, which allows me to get in touch with my shaman powers and spells. Four totems appear that been crafted out of enchanted wood by the elements of the kitsune world. This, reasonability, had drawn the humans' eyes to where I was. It is reasonable for them to be shock by what they had seen; you do not see a shinx hybrid any day of the year. However, I had something for them to be really being shock about as I started to use the earth's power to rip up Route 6! The humans started to scream out of fear as the route becomes impassable now by massive boulders.
288
289Now, the humans were trying to fight back, more like using their mons for their fighting, the little rats. Now, this male human, name Clay, try to take me down, thinking he having the type advantage over me. The only advantage he had were nothing against me, seeing as spells beat out types any day of the week. I just giggle at him, talking down to him. He was shock about this fact about me, but he did not had much time to wonder about it as a lava burst, a ball of lava that was form on my paw. I knew I would not have much time with him so I slow the ball down, about haft its speed as I enjoy the look on his face before the spell wrap him off the face of the Earth, only leaving behind a crater that were about ten feet deep and forty feet wide and left behind a burning hat. The humans in that city had lost their hope, I guess seeing their hero being slaughter by a hybrid can do that to you.
290
291I was nearing the time I had set myself to level the city before moving along. Therefore, to save time for myself, I open the Earth up below the city to sallow the area up as I walk over to the bridge. I giggled softly as I started to level the island that holds up one end of the drawbridge as well, enjoying the fun run against the clock as one haft of the bridge slowly sinking into the sea. (Note to self; make sure to get rid of the bridge at the bottom of the sea.)
292
293Now, I have taken it easy on me, seeing as I just use a spell called 'Earthquake', it easily rips up the route ahead of me for fun. Now, you will be by now asking yourself 'why?' Well, I could not allow any human to spot me and plan attack again me, so, common sense tells me, "Attack first before they can attack you." Hah, the sound of the humans crying for help, oh, the lovely sounds they make as they run for their lives fills me with happiness.
294
295Now, I had arrived at Castelia City at, from what my watch tells me, 10:49 AM. Castelia City, one out of the many cities that I wanted truly to level down to the ground when I've sent my first letter. Ha. Unlike other cities, Castelia is a huge, sprawling metropolis, sporting many towering skyscrapers and other tall buildings. It is the heart of business and economy of the Unova region. Most of its city streets are crowded with different people rushing around, trying to get to work, home, or other places, making it a rather good hit.
296
297The city has only two possible entrances on foot, from Route 4, a harsh desert in the north, and from Skyarrow Bridge, a large suspension bridge that connects the southern part of the eastern peninsula to the central peninsula and provides scenic views of Castelia's vast skyline, which spans off in the east. There are several other ways to enter the city, which I shell take out so the humans would not have a shot to get away. Let the Pokémon revolution start!
298
299Now, my first act in the city was to hide myself in the shadows of the city's alleyways. The humans knew about me being in the area, which, for me, made it more of a cat and mouse game, but just that the cat were outnumbered by the vermin of the city. The whole idea of the humans is trying to hunt me down and rid me of this world made it even more enjoyable for me, oh joy.
300
301In this event, being a kitsune really came in handy. I took upon a normal pokemon in the area, an Emolga, with a collar on saying I was someone's pet. Taking the human's panicking to my use as I take off into the air, seeing the city is lock down and the humans, some who haven't lock themselves in a car, bulling or whatever, are in heavy gear. Going with the 'being a cute pokemon' look help me, get around the city on foot before changing back into my shin tails form. This, within reason, gotten the humans looking at me without own mons like; Luxrays, Raichus, Arcanines, so on in the hopes to stop me. However, as I said before, spells beat types any day of the week.
302
303I easily use my spells to take them all out, showing them that mons should not be in human's control, at all and how easily the humans relay on mons too much. I watch the humans flee, leaving most of their mons behind. I just sigh to myself as I watch them run. Just to put the idea in their head to make sure they remember, I started to slowly bring the sea's level up, flooding the city's streets as I cast a spell on myself called 'Water Walking' on myself. As the name say, it allows me to walk on the water.
304
305I am truly happily as I had gotten rid of the human. Taking down any sighs of the human's hold on the land. Now, in my closing of my letter, I want to say this:
306
307I shell keep all the copies of the letters I have sent. The human-Pokémon world as we knew it is gone. The world of mons shell is born from the ashes of human kind. I shell not let you down!
308
309 Signed
310 Yoshi, The shinxtails
311
312February 28, 2011 - Chargestone Cave, Unova
313
314I had received your letter with your seal of approval, my Goddess, Inari. I shell get to work at once! I am greatly ecstatic about this, or is the right word for this is 'blissful'? I am not sure, but I am very happy to be allowed to do this. I cannot tell you how revolted this whole world of humans had made me felt. The sheer, incomprehensible, fact that the humans try to play off as 'a good idea', it is truly hypocritical for them to say that. What I'm referring to is the fact the humans catches mons in balls, which can open up and trap any pokemon, of any size and shape; a pokeball.
315
316The pokeball, a thing that they have made to make their life easier on themselves, come in many different size and types. Some of the type of pokeballs they had made is:
317
318Cherish Ball - Some kind of ball that the humans with a lot of money buy, it looks nice, but a normal ball.
319
320Dusk Ball - A ball that was made for mainly catching mons at night. I do not know why they cannot just go in the daytime and do it. Why are humans letting their kids out at night by themselves?
321
322Luxury Ball - This ball just forces the pokemon to less their free will and 'like' the human more when they were catch.
323
324Master Ball - This ball represent all of man's most vile works. I shell get back to this.
325
326The ones that I've listed are the ones that stand out the most from the others for one reason or another like; one being a tool to enslaved wild mons for their low brow needs. A good example, a lab, called Season Research Lab, is researching the seasons, I do not know why for the most part. The scientists there ask any Pokémon trainer to go and enslaved mons, name Deerlings, and put them in cages to be poke and look at as if they are zoo animals. We mons have feelings too!
327
328Now, the Master Ball I have listed before is the most terrible of them all, for the main, soul reason; it is fully, without fail, enslaved a pokemon on the first hit. I do not know why humans have to force mons into rolls that shows the humans only think of their own needs like the power plant in Kanto, South of Rock Tunnel.
329
330This plant, where some files they had kept there say that the first Master Ball was made, had mons caged up and linked up to their power generator there. Why would they even do this to a Pikachu or a shinx? Why force a living being to force them to give power to a city where they would not even be thanked for it?
331
332I have enclose this letter with all of the listed balls along with the other balls that I haven't talked about to be research, I don't know for what, but it should give the kitsune world a much more better understand of the Pokémon world.
333
334 Sigh
335 Yoshi, the shinxtailes
336
337March 4, 2011 – Ruins of Chargestone Cave
338
339This letter will enclose my report of the Pokémon-human world I had restarted, as ordered too. It were an exquisite experience, if I do say so myself. The reason behind that it is something you do not get to see this kind of thing any day of the year, Holy Goddess, Inari.
340
341Now, onto the report, at 9:54 AM in the woods near Driftveil City - near the city's market, I set my plan into action. First, I have to scan the area, making sure I take down any points of escape that the humans may have to use; the Driftveil's Drawbridge that connect Driftveil to Unova Route 5 that goes to Nimbasa City, one of my hits later on in the day. In addition, Unova Route 6, which leads back to my home base, Chargestone Cave.
342
343Knowing the facts that Driftveil City is a fishing port, import and export of goods, I knew I had to take that out along with the drawbridge as well as the route there. However, the only question I had to ask myself, "How will I close this city off to the world as well as keep the humans here before I take them out?" Then, I got my answer, my shamanism powers!
344
345I started out my attack by chanting the shamanism ritual, which allows me to get in touch with my shaman powers and spells. Four totems appear that been crafted out of enchanted wood by the elements of the kitsune world. This, reasonability, had drawn the humans' eyes to where I was. It is reasonable for them to be shock by what they had seen; you do not see a shinx hybrid any day of the year. However, I had something for them to be really being shock about as I started to use the earth's power to rip up Route 6! The humans started to scream out of fear as the route becomes impassable now by massive boulders.
346
347Now, the humans were trying to fight back, more like using their mons for their fighting, the little rats. Now, this male human, name Clay, try to take me down, thinking he having the type advantage over me. The only advantage he had were nothing against me, seeing as spells beat out types any day of the week. I just giggle at him, talking down to him. He was shock about this fact about me, but he did not had much time to wonder about it as a lava burst, a ball of lava that was form on my paw. I knew I would not have much time with him so I slow the ball down, about haft its speed as I enjoy the look on his face before the spell wrap him off the face of the Earth, only leaving behind a crater that were about ten feet deep and forty feet wide and left behind a burning hat. The humans in that city had lost their hope, I guess seeing their hero being slaughter by a hybrid can do that to you.
348
349I was nearing the time I had set myself to level the city before moving along. Therefore, to save time for myself, I open the Earth up below the city to swallow it up as I walk over to the bridge. I giggled softly as I started to level the island that holds up one end of the drawbridge as well, enjoying the fun run against the clock as one haft of the bridge slowly sinking into the sea. (Note to self; make sure to get rid of the bridge at the bottom of the sea.)
350
351Now, I have taken it easy on me, seeing as I just use a spell called 'Earthquake', it easily rips up the route ahead of me for fun. Now, you will be by now asking yourself 'why?' Well, I could not allow any human to spot me and plan attack again me, so, common sense tells me, "Attack first before they can attack you." Hah, the sound of the humans crying for help, oh, the lovely sounds they make as they run for their lives fills me with happiness.
352
353Now, I had arrived at Castelia City at, from what my watch tells me, 10:49 AM. Castelia City, one out of the many cities that I wanted truly to level down to the ground when I've sent my first letter. Ha. Unlike other cities, Castelia is a huge, sprawling metropolis, sporting many towering skyscrapers and other tall buildings. It is the heart of business and economy of the Unova region. Most of its city streets are crowded with different people rushing around, trying to get to work, home, or other places, making it a rather good hit.
354
355The city has only two possible entrances on foot, from Route 4, a harsh desert in the north, and from Skyarrow Bridge, a large suspension bridge that connects the southern part of the eastern peninsula to the central peninsula and provides scenic views of Castelia's vast skyline, which spans off in the east. There are several other ways to enter the city, which I shell take out so the humans would not have a shot to get away. Let the Pokémon revolution start!
356
357Now, my first act in the city was to hide myself in the shadows of the city's alleyways. The humans knew about me being in the area, which, for me, made it more of a cat and mouse game, but just that the cat were outnumbered by the vermin of the city. The whole idea of the humans is trying to hunt me down and rid me of this world made it even more enjoyable for me, oh joy.
358
359In this event, being a kitsune really came in handy. I took upon a normal pokemon in the area, an Emolga, with a collar on saying I was someone's pet. Taking the human's panicking to my use as I take off into the air, seeing the city is lock down and the humans, some who haven't lock themselves in a car, bulling or whatever, are in heavy gear. Going with the 'being a cute pokemon' look help me, get around the city on foot before changing back into my shin tails form. This, within reason, gotten the humans looking at me without own mons like; Luxrays, Raichus, Arcanines, so on in the hopes to stop me. However, as I said before, spells beat types any day of the week.
360
361I easily use my spells to take them all out, showing them that mons should not be in human's control, at all and how easily the humans relay on mons too much. I watch the humans flee, leaving most of their mons behind. I just sigh to myself as I watch them run. Just to put the idea in their head to make sure they remember, I started to slowly bring the sea's level up, flooding the city's streets as I cast a spell on myself called 'Water Walking' on myself. As the name say, it allows me to walk on the water.
362
363I am truly happily as I had gotten rid of the human. Taking down any sighs of the human's hold on the land. Now, in my closing of my letter, I want to say this:
364
365I shell keep all the copies of the letters I have sent. The human-Pokémon world as we knew it is gone. The world of mons shell is born from the ashes of human kind. I shell not let you down!
366
367 Sigh
368 Yoshi, The shinxtails
369
370Reputation system
371
372The Reputation system, (Reputation shell hereby now, from now on, be refer to as ‘Rep’), in this Pokémon D&D game, is one of the many reason how and why any Non-PC Character (which can be refer to from this point on out as ‘NPC’), react to PCs and if they are willing to help or not.
373
374Rep, in the long and story of it, will carry a big effects on whatever or not a NPC is willing to give you help your slap you in the face and run you out of town. Rep can easily be gain or lost with a slip of the tongue, making a once friendly NPC whom willing to go out of their way to give you a cut on items to a NPC who want to ring every bit of money out of you.
375
376Rep within this game has many different levels from Hated, being attack on the spot, to Exalted, being able to get discount on items, be able to purchase items that are not on the show floor, to being shown areas within towns, cities, villages, etc. On the hand, the having a Hated rep with a group, town, city, villages or any other areas in which have word of mouth passing along foul and awful things about the PCs or the party members with the PC.
377
378Rep comes in many levels, as said above, slowly changing over time as the PCs do small quests, take down big foes that want to level and/or kill mons in a given area or beat a big villain. As the PCs go through with their jobs, they will slowly build up rep within areas. Most areas will care and show respect to the PCs by giving them rare items or relaxing areas that common PCs are not allow into.
379
380The following are the level of witch rep is basic upon. You will find how NPCs will react to PC with an X rep with them. The listing will be in an order from most appreciated to being downright hated. There will have explanations on each rep level.
381
382Exalted – The empire, town, village, city, etc, believe that they had found a true hero within you. You will be given many lovely things for your works, and some areas the town’s NPCs may even put up statues in honor the PC’s work.
383
384Revered – The word of your works had been surpass your wildness dreams, your battles, your great feats of daredevil like acts like; facing outstanding numbers of enemies, slain great and powerful monsters, freed a small village of a curse that slowly been making monster to carry off the village’s kids no matter how well they lockdown their homes.
385
386Honored – Your works is slowly getting around outside the empire that you have grown up in. You can hear, on occasionally, of your name or a general nickname of your party that the NPCs had gave for you. Sometimes walking down a road, block, dirt road, and so on, of the NPCs pointing to you, or your party, and talk of your kind deeps.
387
388Friendly – The word of your work had somewhat gotten around, you are not that well know, nor many of the NPCs even know what you look like or even what’s your surname is. For the post part, some of them just think you are made up so some NPC can have a story to tell.
389
390Neutral – No one knows your name, let along give a flying rotten berry about you for the most part. The NPCs will just pay you no mind or just deal with you like any other being that is passing by. The common NPC will just give you some looks and now say much, if anything, about the area or some NPCs. The common way to get info from NPCs, who are not talking, will open up for some money, if given the right amount.
391
392Unfriendly – You have gotten yourself in some hot water with someone, you have kept it up for some time, and you have gotten to a point where they do not want you around, but are willing to put you up for your money.
393
394Hostile/Hated – You are only put in only the darkness of the dark lights, you are very often attacked on the spot as you have gotten yourself a wanted poster for that area and often get attack by bounty hunters. You’re often only allow with the outlaws handout, most, if not all, are hidden away and kept out ear shot of anyone who can get in and turn them in for the money on their heads, that include you, too.
395
396Rep is very similar to experience. Rep is divided into a number of different levels for which PCs must earn rep points to progress through. Higher rep levels generally require more points than the previous level to progress. The exception is hated, which spans a very large number of rep points. Rep points, just like experience points, are gained through quests and killing various mobs. Unlike experience, it is possible to lose rep points with some factions, either by killing members of the faction or by assisting rival factions.
397
398For rival factions, gaining rep with one will normally decrease rep with the other, but at a greater rate. For instance, if you kill a shopkeeper or an innocent bystander whom from True Green Empire, you will gain two (2) points of rep from the Plague Force Empire, but will lose five (5) points from the True Green Empire.
399
400Currently there are two of these rival-faction pairs: True Green Empire (grass) vs. Plague Force Empire (poison) and Shadow claws Empire (dark) vs. Celestial Empire (psychic).
401
402The fallowing is how much rep it takes to get from one level to another. Rep cannot surpass Exalted, nor does it go past Hated. The rep with X empire, once hit cap on Exalted will not have any ‘overflow’ to other empires. It is lost for good.
403
404Exalted – 1 to 100 (max)
405Revered – 1 to 750
406Honored – 1 to 500
407Friendly – 1 to 250
408Neutral – 1 to 100
409Unfriendly – 1 to 150
410Hostile – 1 to 300
411Hated – 1 to 500 (max)
412
413Various quests and faction-specific rewards are available across the levels, but the PC must be able to interact with the faction NPCs to gain access to these rewards. This usually requires Neutral or better standing.
414
415The following is a list of a general list of each level of rep gives. Once the rep had gotten to a point to where they is willing to tell the PCs anything they want without rolling is revered and up. The list below is by no means the real items or rewards the given level of rep offers.
416
417Exalted – Discount up to 20% on items within that area. Access to racial and faction mounts and items.
418Revered – Discount up to 15% on items, nothing more.
419Honored – Discount up to 10% on items, nothing more.
420Friendly – Discount up to 5% on items, nothing more.
421Neutral – Nothing, they do not really think of you yet.
422Unfriendly – Cannot buy or sell to NPCs.
423Hostile/Hated – You will always be attacked on sight
424
425Populations’ types
426
427The population of cities, towns, villages, etc, is how many beings live, (that is rather obvious), or pasting through, on any given day of the week. The given population of an area has a number of things like banks, farmer’s markets, town halls, inns, etc. Now, not all areas have some of the things that listed were, or not have them all together and may just be an area that a group of NPCs lives in.
428
429The common thing that the population areas is that they lock their homes, well, most of them are lock to prevent anyone from trying to get in and rob them blind at night or beat them up and steal everything they hold dear. I may not recommend this, but PCs are able to break into homes and steal the NPCs’ things. Sometimes in NPCs’ homes, the PCs can sometimes find rare times that NPCs’ kids find and keep for themselves or gifts from their family members or love ones.
430
431Areas, in which NPCs live in, let say, cities area are more likely for PCs to get pickpocket in the middle of daylight and no one will give two damns about it. Most commonly in cities, but sometimes-found in villages and other areas are gangs. Sometimes those gangs can rule the areas in which they have settled in, like; having control of the area’s guards that meant were to keep that area safe from said gangs and other beings or things that seek to level it.
432
433Most of the areas in which NPCs in, like cities, towns, villages, etc, are left in peace, and often-left outsiders in without any contest. The following list are common things that can be found in cities and bigger, (this does not mean the same things cannot be sound in smaller areas):
434
435The Mafioso – This is commonly refer to as ‘The mob’ or just ‘Mod’. The mob is a criminal gang, especially one involved in drug trafficking, extortion, etc. They are often having their powers going far and wide, having their hold on some cities, mostly towns, where they can do their trading without any fear of the arm guard coming after them.
436
437Gangs/Turf wars – This group of ‘outlaws’, (that is putting it kindly), can be seen fighting without or just outside of the area. Sometimes when the gangs start having a turf war in an area, let say a town, the gangs may level the area in attempting to control it for their members.
438
439The cults – The cults within this world can be seen if one keeps their eyes open. Most, if not call are banned from cities and, sometimes hit and miss in some villages. The only cults that are allow are closely watch by the areas they settle themselves in and seeming to have countless rules on what they can and can’t out or use.
440
441Now, on the other side of the coin is the law obeying groups that fallow the law and keep their noses clean. Most NPCs that fallow the law can offer up information on a group that you are looking for or may know a way into their hideout or point you to the right way of said hideout.
442
443The fallowing listing is, by no means, all of the good or neutral-aligned groups. This list shell is updated over time as the author. The listing will show the common things one would find in areas that the PCs would find.
444
445The general guards – Those NPCs can be found in all areas of any area like cities who stand at gates, watches everyone who comes and goes, walking through the sheets, making sure everyone is fallowing the law of the land that they been sent to as their new homes.
446
447The churches – The churches in this game have seventeen different churches that’s home for statue for each Gods or Goddesses. The NPCs can often help the PCs on whatever quest they are from time to time. Sometimes they have to turn the PCs away for reasons unknown to the common NPC.
448
449Inn keeps and Shopkeepers – NPCs who runs the shops and/or inns keeps records of who comes and goes in and out of their shop or inn. They normally ask a customer to sign in and out of their inn, or ask for their names for their logbooks to make sure who is buying what.
450
451Town/Village’s crier – The criers can often in the middle of towns, cities (which is somewhat uncommon to see one there), villages (which they are found rather often here), etc. The criers are often able to give info about areas of other NPCs. Moreover, if given the right amount of money, they can give some more info that they are not allow to talk about. However, in doing this that NPC will be putting their life on the line for the info that they are giving. So pick when you want to talk about the dark deeps of a given area.
452
453Now, sometimes there are NPCs who do not follow the rules or follow it when it benefit for them. They are often being known for their deeps in some areas if one would know where to look. They can often be found in inns for the most part, playing cards, betting money, so on.
454Watchdog – NPCs who wishes to take this job are often known for a fact that they are not the kind to follow the rules that did not give them the gold they seek. The watchdogs used to be guards that were lay-off or fired when they have tried stealing and selling files that were meant to be kept safe or another reason.
455
456Hair gun – NPCs whom have this title used to deal with the general arm guards. They normally get items that ‘fell of the cart’. Most of the time their items are ‘hot’ and will get any PCs in hot water if found with the items.
457
458Now, with all of what that been said above, it would be reasonable to give a warming about what may or may not happen between areas. The common thing that happens, other than monster and crazy mons, is bandits.
459
460The bandits are your common thefts that like to enter the PCs sleeping are and go through their bags and steal whatever they can carry with them. The common way to stop this is to hide one’s goods away in holes or hiding them, or sleeping on top of them.
461
462Currency
463
464Money in this game is set in different level, which is value differently of each. The game has four different kind of money, each coming from the less value to most, Copper, Silver, Gold and Platinum. Each of hoes coins are use, silver and gold being used as the common most used coin in the markets, shops, inns, etc, anywhere money is needed for tending.
465
466The following are the listing will show the coins and each of their worth and how each will be reacted to while in game.
467
468The Copper coin – Ten Copper coins is equals one Silver coin –The copper coin is the most useless of all the coins. They are worth one of one- hundred of a silver coin. The copper coin can sometimes be found on the ground or side of the roads if the PCs look around for a bit. Most NPCs will toss copper coins at beggars if they ask money.
469
470The Silver coin – Ten Silver coins is equals one Gold coin– The silver coin is the second most used coin in the world. The silver coins are often used in shops, commonly used for small items like healing items, herbs, and repair kits, so on, that one can be hold in one hand or can fit in a pocket.
471
472The Gold coin – Ten Gold coins is equals one Platinum coin. One Gold coin is equals one hundred Copper coins– The gold coin is the most used coin within shops, sometimes inns, and bars, so on. The gold coin are often used in inns, they are being just one to three gold coins a night (depending on where one would go to sleep it might drop down to silver coins). At shops, items like tents, sleeping beds, large amount of food, etc, can sometimes be between one to four gold coins. The items that are rare, or hard to find, will be sky high like two-hundred gold for a rare orb.
473
474The Platinum coin – One Platinum coin is equals to one thousand Copper coins. One Platinum is equals one hundred Silver coins. One Platinum is equals ten Gold coins. – The platinum coins are the most valuable coins out in the game. They are often found in banks or in the back rooms that is inside safes from being stolen.
475
476 The common way for a PC to change their, let say PC have ten silver coins, is to head over to a bank and get it change into one gold coin in the exchange of the silver coins. The act of exchanging of the larger number of less value coins for one that is wealth more can be done at any shop. The standard coin weighs about a third of an ounce (fifty to the pound).
477
478In this game, gems are normally used as another way to carry around money without it slowly a PC down. Gems come in many different color, size and shapes. The gems only are gotten at a bank, and vice versa, the banks in different area are not link and will not be able to give the PC their items from one city from another city.
479
480The following is a list of gems and how much one would cost a PC if they want to have a lighter load for their money than before. The listing below will be listed from top to bottom, from common gem to rare gems. The gems can not only be change back into coins at banks, the shop NPCs will NOT take them as money, nor will they will sell any gems. It is like selling money for money.
481
482Average Examples
483Twenty gold – Agate, Agate, Almandine Garnet, Aquamarine, Cassiterite, Citrine, Color-change Garnet, Coral, Dendritic Agate, Goshenite, Hemimorphite, Hessonite Garnet, Hiddenite, Labradorite, Lapis lazuli, Lepidolite, Malachite, Opal Doublet, Opals, Pyrope Garnet, Quartz, Rhodonite, Rose Quartz, Rutile Quartz, Scapolite, Seraphinite, Spodumene, Sunstone, Tashmarine Diopside and Tourmaline.
484
485Forty gold – Andesine Labradorite, Beryl, Calcite, Carnelian, Chrome Diopside, Chrome Tourmaline, Chrysocolla, Color-Change Diaspore, Hackmanite, Hambergite, Howlite, Imperial Topaz, Jasper, Kunzite, Maw-sit-sit, Moss Opal, Obsidian, Peanut wood, Peridot, Rhodolite Garne, Serpentine, Smithsonite, Smoky Quartz, Snowflake Obsidian, Tanzanite, Tiger's Eye, Turquoise and Verdite.
486
487One hundred – Amethyst, Ametrine, Ammolite, Aventurine, Bloodstone, Chalcedony, Chrysoprase, Danburite, Dumortierite Quartz, Fire Opal, Hematite, Idocrase, Iolite, Larimar, Nuumite, Onyx, Paraiba tourmaline, Quartz cat's eye, Rhodochrosite, Ruby-Zoisite, Rutile Topaz, Spessartite Garnet, Sphene, Spinel, Strawberry Quartz, Tsavorite Garnet and Zircon.
488
489Five hundred – Andalusite, Apatite, Axinite, Boulder Opal, Fire agate, Fluorite, Grossularite Garnet, Moldavite, Morganite, Pearls, Pietersite, Prehnite, Rainbow moonstone, Rubellite Tourmaline, Sodalite, Star Diopside, Star moonstone and Sugilite.
490
491One thousand – Amazonite, Amber, Cat's Eye Scapolite, Cat's Eye Tourmaline, Chrysoberyl Cat's Eye, Colorful Mystic, Fossil coral, Jadeite, Kyanite, Orthoclase, Rainbow Pyrite, Sillimanite Cat's Eye, Tiger's Eye Matrix and Zotic Topaz.
492
493Five thousand – Alexandrite, Cat's Eye Aquamarine, Cat's Eye Diaspore, Charoite, Chatoyancy, Chrysoberyl, Clinohumite, Color-Change Sapphire, Demantoid Garnet, Diamond, Emerald, Gaspeite, Melanite, Mystic Quartz, Ruby, Sapphire, Sphalerite, Star garnet, Star Rose Quartz, Star Ruby, Star Sapphire, Star Sunstone, Topaz, Variscite and Zircon.
494
495In this market of gems trading and buying, (one has to go to a black market to get their hands onto some ‘dirty’ gems). The market for gems that is often hard to learn, and even near impossible for someone to master it. The gems often generally know, like, normally what kind of gem a PC have if they do a knowledge roll.
496
497The only things that the PCs do not know about the gems are the size and the carat count of the gem. The only way for a PC to know what kind of gem they own is to take it to a bank to get it appraised, the NPC will tell the PC what size and count the gem is how much would it give them as money if they turn it in for coins.
498
499Generally seeking, gems’ sizes will determine how much a gem will give the PC. The common thing to remember of how much gold one will get is how much carat of the gem has. The carat of a gem, let say a Topaz, which is listed at five thousand gold coins. The coins will be different, maybe lower or higher then what one would think.
500
501If a Zircon were taken to a bank and shown to a banker NPC, the NPC will tell the PC the carat Topaz make it same cost, two times, two and a haft times, three times, so on. The only down size to this is that the bigger the gem is, the most likely the gem will have mistakes which will drop the gold coins for it down fast.
502
503In the act of selling, one items works like this: In general, a PC can sell something for half its listed price. Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.
504
505Different type of areas
506
507Areas is that general way to say towns, cities, villages or any other area in which NPCs and PCs are able to say in and live. Now, the areas of which the NPCs can be found are rather different between each area. Some of the different can change from a great deal that make one wonder what happen in that area to the small details that one can easily over look them.
508
509The following are some of the areas and their different. This is not something to use as a full ref for any storyline and should be used as to get ideas from.
510
511Hamlets – This kind of area is cannot be called a ‘village’, but it have many things that make it look like a village. The only thing that keeps it from being call a village is the fact that it small and mostly has homes. The area has one shop or inn. When one of these areas has a shop, it will most likely be a general shop. The area is not able to be a good trading port to get more shops to buy things from.
512
513Villages – Villages are a rather good idea to stay at when the night had fallen and the PCs need to sleep when their sleeping gear area worn out and useless to them or they’ve ran out of food to feed themselves for the night or one of the many reasons to stay at a inn. Villages normally have at least an inn and at least one shop. A village is able to have open-air shop keeps, but their items will be limit and may run out of one buy out the NPCs’ things like food.
514
515Small towns – Small towns are normally underdeveloped full cities. Most of the time the towns have town halls, farmer’s market (if they have the area for it), police departments, etc, for a well run area. The shops and inns in this are well known to be here. The shops in this area are often offering many things to the common PC like armor, weapons, herbs, etc.
516
517Large towns – Large towns are much better than the smaller ones (that is given). The large towns are well known to get many things from areas around them like herbs or finishes. The large towns have much more in the way of NPCs, offering some of the outlaws a way to keep their HQ low on the radar.
518
519Small cities – Small cities used to be small towns, going onto becoming big cities to become a big trading post for that area. The small cities had grown to the point that they had made more homes, shops inns and any other things that one will need. The small cities and gone and underground areas, growing down rather than out to keep the land around them safe. With said underground areas, the outlaws NPCs can be more easily be found there and pay for their skills.
520
521Large cities – Large cities had made a name for themselves, the cites had many floors underground, being able to keep the ground top for business areas, most of the time. The underground areas will seem to be like a living hive where NPCs live and do their thing without worrying about the land being hurt.
522
523Metropolises – Metropolis are a shy step away from being kingdoms. The metropolises are often be seen as busy areas, night or day, always NPCs delving something or taking away the unwanted things like haft eaten food or the drunken NPCs away. The NPCs who work and live here are often know to have back doors when the main gates are being used for things that ask for the gate being use for them only for them.
524
525Pokémon
526
527Benefit for Pokemorph and feral Pokémon
528
529In this D&D game, the PCs are able to pick between rather or not they want to be a Pokemorph (which shell be call ‘morph’ from this point on), or a normal pokemon. Within the game world, it has many morphs and mons, which live side by side. Within this world, the common thing that can be seen at any given area, or home, is that they are able to master one thing or another. The things that any given morphs and mons will be listed before as one reads one.
530
531In this world, morphs are anthro form of mons, like an anthro Pikachu or an anthro eevee. The long and short of it all, morphs have human like bodies and mons details. For example, a morph Pikachu will have a human body, (the height of this anthro will depends on the morph itself, each morph, even if two morph are the same pokemon, their height will be different.), with the characteristics like the red cheeks, ears with black tips, the thunderbolt shape tail, etc.
532
533Now, for normal mons, it is rather straightforward in this area; the pokemon will get any normal things like their height, weight, stats, so on. Some of the mons would not be on the list below, some of them falling in the morph listing for having human-like characteristics that wouldn’t be able to fall under as ‘feral’ or ‘normal’ pokemon.
534
535Generally speaking, it would be reasonable to see different between the mons and the morphs. Within this game, the differences are that the morphs are skill in some areas like weapons and the mons gets benefits in their rolls like hiding. Now, some mons that can be found in the pokedex will be classify as morphs, even though they are not truly anthro, but cannot be fully called feral for some facts like having hands with fingers, human like body, etc.
536
537The benefits for the morphs are that they get a weapon specialization whatever they pick as long as the class they pick allows said weapons. One of the others perks for morphs is the fact that they can get cheaper armor made from NPCs for themselves along with being able to get a plus one (+1) to their damage rolls when holding a weapon in battle.
538
539However, in exchange for the rewards, the morphs will have to take some handicap for this like; having their normal, pokemon attacks like Ice Beam, Water Gun, Guard Split, etc. Which is extremely cripple to the point that their attacks are twenty-five percent (25%) weaker due to the fact they, (one would say), that they lost their wildness within them, becoming more human-like and cannot tap into the gifts that they were born with.
540
541For the mons, they are wilder then their morphs brothers and sisters, being able to hone their animal side of themselves much more easily. The benefit for being a pokemon is rather simple; Mons will get a plus to their hiding rolls. Getting a plus one (+1) to their dodge rolls in melee attack areas. Mons will be able to carry more items the morphs for their body shape and gear. The mons will get a ten percent (10%) increase to their pokemon attacks like Ice Beam, Cross Poison, Bubble beam, etc, giving a plus one to their pokemon attacks. Along with that, the mons will get a skill called ‘scent’, which shell be noting below;
542
543The pokemon can detect opponents within thirty feet by sense of smell. If the opponent is upwind, the range increases to sixty feet; if downwind, it drops to fifteen feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as Skuntank's musk or Weezings stench, can be detected at triple normal range.
544
545When a creature detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. The pokemon can take a move action to note the direction of the scent.
546
547Whenever the being comes within five feet of the source, the mons pinpoints the source’s location.
548
549A pokemon with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is ten (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of beings, and the age of the trail. For each hour that the trail is cold, the DC increases by two. Mons tracking by scent ignores the effects of surface conditions and poor visibility.
550
551Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing mons that has the scent ability, however, can use it in the water easily.
552
553False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify mons, morphs or other beings, and the base Survival DC to track becomes twenty rather than ten.
554
555The down sides for being a mons are the following; the pokemon's armor cost more coins then the morphs because of their size and body shape, taking more time and materials to make for them, namely, the higher the armor type, the more it cost than normal. They take a minus two (-2) to their melee attack rolls with weapons.
556
557The following listing is of feral mons, having mainly animal like looks within the Pokémon world.
558
559A
560Absol, Accelgor, Aerodactyl, Alomomola, Altaria, Amoonguss, Anorith, Arbok, Arcanine, Arceus, Archen, Archeops, Ariados, Aron, Articuno and Azurill
561
562B
563Bagon, Baltoy, Barboach, Basculin (both colors), Bastiodon, Bayleef, Beartic, Beldum, Bellsprout, Bidoof, Blitzle, Boldore, Bonsly, Bouffalant, Braviary, Bronzong, Bronzor, Budew, Buizel, Bulbasaur and Burmy
564
565C
566Camerupt, Carnivine, Carvanha, Cascoon, Castform, Caterpie, Celebi, Chandelure, Charmander, Chatot, Cherrim, Cherubi, Chikorita, Chimecho, Chinchou, Cinccino, Chingling, Clamperl, Claydol, Cleffa, Cloyster, Cobalion, Combee, Corphish, Corsola, Cottonee, Cradily, Crawdaunt, Cresselia, Crustle and Cryogonal
567
568D
569Darmanitan, Deerling, Deino, Delcatty, Delibird, Dewgong, Dialga, Diglett, Ditto, Dodrio, Doduo, Donphan, Dragonair, Drapion, Dratini, Drifblim, Drifloon, Ducklett, Dugtrio, Dunsparce, Duosion, Durant, Dusknoir , Duskull and Dwebble
570
571E
572Eelektrik, Eelektross, Eevee, Ekans, Electrike, Electrode, Emolga, Entei, Escavalier, Espeon, Exeggcute and Exeggutor
573
574F
575Farfetch'd, Fearow, Feebas, Ferroseed, Ferrothorn, Finneon, Flareon, Floatzel, Foongus, Forretress, Frillish, Froslass and Furretm
576
577G
578Galvantula, Gastly, Gastrodon, Geodude, Gigalith, Gible, Girafarig, Giratina, Glaceon, Glalie, Glameow, Gligar, Gliscor, Golbat, Goldeen, Gorebyss, Grimer, Grotle, Growlithe, Grimer and Gyarados
579
580H
581Haunter, Heatran, Herdier, Hippopotas, Hippowdon, Honchkrow, Ho-Oh, Hoothoot, Hoppip, Horsea, Houndoom, Houndour and Huntail
582
583I
584Ivysaur, Igglybuff
585
586J
587Jellicent, Jolteon, Joltik and Jumpluff
588
589K
590Kabuto, Kabutops, Kakuna, Keldeo, Kingdra, Kingler, Klang, Klink, Klinklang, Koffing, Krabby, Krokorok, Kyogre and Kyurem
591
592L
593Lairon, Lampent, Landorus, Larvitar, Lanturn, Lapras, Larvesta, Latias, Latios, Leafeon, Ledian, Ledyba, Liepard, Lileep, Lillipup, Linoone, Litwick, Lotad, Lugia, Lumineon, Lunatone, Luvdisc, Luxio and Luxray
594
595M
596Magcargo, Magby, Magikarp, Magnemite, Magneton, Magnezone, Mamoswine, Mandibuzz, Manectric, Mantine, Mantyke, Mantyke, Mareep, Meganium, Meowth, Metagross, Metang, Metapod, Mew, Mightyena, Milotic, Minccino, Misdreavus, Mismagius, Moltres, Mudkip, Muk, Munna, Murkrow and Musharna
597
598N
599Natu, Nidoran (male and female), Nidorina, Nidorino, Nincada, Ninetales, Noctowl, Numel, Octillery, Oddish, Omanyte, Omastar and Onix
600
601P
602Pachirisu, Paras, Parasect, Patrat, Pelipper, Persian, Petilil, Phanpy, Phione, Pichu, Pidgeot, Pidgeotto, Pidgey, Pidove, Pikachu, Piloswine, Pineco, Poliwag, Ponyta, Poochyena, Porygon, Porygon2, Porygon -Z, Probopass, Pupitar, Purrloin and Purugly
603
604Q
605Quilava and Qwilfish
606
607R
608Raikou, Ralts, Rapidash, Raticate, Rattata, Rayquaza, Relicanth, Remoraid, Reshiram, Reuniclus, Rhyhorn, Roggenrola, Rotom and Rufflet
609
610S
611Salamence, Samurott, Sandile, Sawsbuck, Scolipede, Seadra, Seaking, Sealeo, Seedot, Seel, Sentret, Serperior, Seviper, Sewaddle, Sharpedo, Shaymin, Shedinja, Shelgon, Shellder, Shellos, Shelmet, Shieldon, Shinx, Shroomish, Shuckle, Shuppet, Sigilyph, Silcoon, Skarmory, Skiploom, Skitty, Skorupi, Skuntank, Slakoth, Slowpoke, Slugma, Solosis, Solrock, Spearow, Spheal, Spinarak, Spiritomb, Spoink, Squirtle, Stantler, Staraptor, Staravia, Starly, Starmie, Staryu, Steelix, Stoutland, Stunfisk, Stunky, Suicune, Sunkern, Surskit, Swablu, Swadloon, Swalot, Swanna, Swellow, Swinub and Swoobat
612
613T
614Taillow, Tangela, Tauros, Tentacool, Tentacruel, Tepig, Terrakion, Thundurus, Tirtouga, Togekiss, Togepi, Torchic, Torkoal, Tornadus, Torterra, Totodile, Tranquill, Trapinch, Tropius, Turtwig, Tympole, Tynamo and Typhlosion
615
616U
617Umbreon, Unfezant and Unown
618
619V
620Vanillish, Vanillite, Vanilluxe, Vaporeon, Venipede, Venusaur, Vespiquen, Victreebel, Virizion, Volcarona, Voltorb, Vullaby and Vulpix
621
622W
623Wailmer, Wailord, Walrein, Weedle, Weepinbell, Weezing, Whirlipede, Whiscash, Wingull, Woobat, Wooper, Wormadam and Wurmple
624
625X
626Xatu
627
628Y
629Yamask and Yanmega
630
631Z
632Zapdos, Zebstrika, Zigzagoon, Zorua, Zubat, and Zweilous
633
634The following is a list of morphs, having human like bodies or seem ‘human’.
635
636A
637Abomasnow, Abra, Aggron, Aipom, Alakazam, Ambipom, Ampharos, Armaldo, Audino, Axew, Azelf and Azumarill
638
639B
640Banette, Beheeyem, Bellossom, Bibarel, Bisharp, Blastoise, Blaziken, Blissey, Breloom and Buneary
641
642C
643Cacnea, Cacturne, Carracosta, Chansey, Charizard, Charmeleon, Chimchar, Clefable, Clefairy, Cofagrigus, Combusken, Conkeldurr, Cranidos, Croagunk, Croconaw, Cubchoo, Cubone and Cyndaquil
644
645D
646Darkrai, Darumaka, Deoxys, Dewott, Dragonite, Drilbur, Drowzee, Druddigon and Dusclops
647
648E
649Electabuzz, Electivire, Elekid, Elgyem, Emboar, Empoleon, Excadrill and Exploud
650
651F
652Feraligatr, Flaaffy and Fraxure
653
654G
655Gabite, Gallade, Garbodor, Garchomp, Gardevoir, Genesect, Gengar, Gloom, Golduck, Golem, Golett, Golurk, Gothita, Gothitelle, Gothorita, Granbull, Graveler, Groudon, Grovyle, Grumpig and Gurdurr
656
657H
658Happiny, Hariyama, Haxorus, Heatmor, Heracross, Hitmonchan, Hitmonlee, Hitmontop, Hydreigon and Hypno
659
660I
661Illumise and Infernape
662
663J
664Jigglypuff, Jirachi and Jynx
665
666K
667Kabutops, Kadabra, Kangaskhan, Karrablast, Kecleon, Kirlia, Kricketot and Krookodile
668
669L
670Leavanny, Lickilicky, Lickitung, Lilligant, Lombre, Lopunny, Loudred, Lucario and Ludicolo
671
672M
673Machamp, Machoke, Machop, Magmar, Magmortar, Makuhita, Manaphy, Mankey, Maractus, Marill, Marowak, Marshtomp, Mawile, Medicham, Meditite, Meloetta, Mesprit, Mewtwo, Mienfoo, Mienshao, Miltank, Mime Jr., Minun, Monferno, Mr. Mime and Munchlax
674
675N
676Nidoking, Nidoqueen, Nosepass and Nuzleaf
677
678O
679Oshawott
680
681P
682Palkia, Panpour, Pansage, Pansear, Pawniard, Pignite, Pinsir, Piplup, Plusle, Politoed, Poliwhirl, Poliwrath, Primeape, Prinplup and Psyduck
683
684Q
685Quagsire
686
687R
688Raichu, Rampardos, Regice, Regigigas, Regirock, Registeel, Reuniclus, Rhydon, Rhyperior, Riolu, Roselia and Roserade
689
690S
691Sableye, Sandshrew, Sandslash, Sawk, Sceptile, Scrafty, Scraggy, Seismitoad, Servine, Shiftry, Simipour, Simisage, Simisear, Slaking, Slowbro, Slowking, Smeargle, Smoochum, Sneasel, Snivy, Snorlax, Snorunt, Snover, Snubbull, Spinda, Sudowoodo, Sunflora and Swampert
692
693T
694Tangrowth, Teddiursa, Throh, Timburr, Togetic, Toxicroak, Treecko, Trubbish, Tyranitar and Tyrogue
695
696U
697Ursaring and Uxie
698
699V
700Venonat, Victini, Vigoroth, Vileplume and Volbeat
701
702W
703Wartortle, Watchog, Weavile, Whimsicott, Whismur, Wigglytuff and Wynaut
704
705Z
706Zangoose, Zekrom and Zoroark
707
708Size different
709
710Diminutive Pokemon
711
712Pokemon in this list takes a hit in the 'Speed' stat, only able to go at 15 feet (3 squares), burrow 20 feet (4 squares) and climb 10 feet (2 squares). As well, the pokemon takes a hit in attack power, having whatever attack power they had is cut in haft (X divide by 1/2 = new attack power).
713
714The pokemon in this list gets a plus two (+2) in dodge stat and hide skill. Pokemon in this list is able to group with up to three (3) mons on this lift in one square, but be unable to attack adjacent squares.
715
716A
717Azurill; Azelf
718
719B
720Budew; Burmy
721
722C
723Castform; Caterpie; Chingling; Cleffa; Combee; Cottonee
724
725D
726Diglett; Ditto; Drilbur; Durant; Dwebble
727
728E
729Eevee
730
731F
732Foongus
733
734J
735Jirachi; Igglybuff; Joltik
736
737K
738Klink; Kricketot
739
740L
741Litwick
742
743M
744Magnemite; Manaphy; Mesprit
745
746P
747Paras; Pichu; Pidgey; Pidove
748
749R
750Rattata; Roselia; Rotom
751
752S
753Sewaddle; Shaymin (Landform); Shellder; Shellos; Solosis; Spearow; Starly; Sunkern
754
755T
756Taillow; Togepi; Tynamo
757
758U
759Uxie
760
761W
762Weedle; Wurmple
763
764Tiny Pokemon
765
766Pokemon in this list takes a hit in the 'Speed' stat, only able to go at 20 feet (4 squares), burrow 25 feet (5 squares) and climb 15 feet (3 squares). As well, the pokemon takes a hit in attack power, having whatever attack power they had is cut in haft (X divide by 1/2 = new attack power).
767
768The pokemon in this list gets a plus one (+1) in dodge stat and hide skill. Pokemon who's in this list are able to group up with one (+1) another pokemon on this list. They are able to hit adjacent squares, but at haft power.
769
770A
771Aron
772
773B
774Baltoy; Barboach; Bellossom; Bidoof; Bonsly; Bronzor; Buneary
775
776C
777Cacnea; Chatot; Cherrim; Cherubi; Chimchar; Chinchou; Cinccino; Clamperl; Cubchoo; Cubone; Cyndaquil
778
779D
780Drifloon; Ducklett
781
782E
783Elgyem; Emolga; Exeggcute
784
785F
786Finneon
787
788G
789Geodude; Glameow; Gothita; Gulpin
790
791H
792Hoppip; Horsea
793
794J
795Jigglypuff
796
797K
798Kabuto; Karrablast; Krabby
799
800L
801Lillipup; Linoone; Lotad
802
803M
804Mankey; Marill; Meowth; Mew; Minccino; Minun; Mudkip; Murkrow
805
806N
807Nidoran (Male and female); Nincada
808
809O
810Oddish; Oshawott
811
812P
813Pachirisu; Patrat; Pawniard; Petilil; Phanpy; Phione; Pikachu; Piplup; Plusle; Poochyena; Purrloin
814
815Q
816Qwilfish
817
818R
819Ralts; Roggenrola; Rufflet
820
821S
822Sableye; Seedot; Shaymin (sky form); Shelmet; Shieldon; Shinx; Shroomish; Smoochum; Spinarak; Squirtle; Stunky; Surskit; Swablu; Swadloon; Swinub
823
824T
825Tepig; Torchic; Torkoal; Treecko; Turtwig; Tympole
826
827U
828Unown
829
830V
831Vanillite; Venipede; Victini; Voltorb; Vullaby
832
833W
834Woobat; Wooper; Wormadam
835
836Y
837Yamask
838
839Z
840Zigzagoon
841
842
843Small Pokemon
844
845Mons in this list is able to attack their foes in adjacent squares for their max reach from their body size. Mons in this listing can hit while in the shadows, but is only able to do this once before their foe finds them. Drawbacks for the mons in this listing is that they are unable to use two handed swords, axes, or anything that goes past their max height by one and a haft. (I.E. a Charmander using a two handed sword that's over three feet tall). If a pokemon in this list use a sword or anything that goes past their one and haft height max, it will give their foes a free attack of opportunity every turn as long as they're in melee reach.
846
847A
848Amoonguss; Anorith; Archen; Axew
849
850B
851Bagon; Beldum; Bellsprout; Buizel; Bulbasaur
852
853C
854Cascoon; Celebi; Charmander; Chimecho; Clefairy; Corphish; Corsola; Croagunk
855
856D
857Darumaka; Deerling; Dugtrio; Duosion
858
859E
860Electrike; Elekid; Excadrill
861
862F
863Feebas; Ferroseed
864
865G
866Gible; Goldeen; Gothorita; Growlithe
867
868H
869Happiny; Hoothoot; Houndour
870
871I
872Illumise
873
874K
875Kakuna; Klang; Klinklang; Koffing
876
877L
878Lampent; Larvitar; Luvdisc
879
880M
881Magby; Mareep; Marshtomp; Mawile; Meditite; Meloetta; Metapod; Mime Jr.; Misdreavus; Munchlax; Munna
882
883N
884Numel
885
886P
887Panpour; Pansage; Pansear; Pineco; Poliwag; Porygon2
888
889R
890Raticate; Remoraid; Riolu
891
892S
893Sandile; Sandshrew; Scraggy; Shuckle; Shuppet; Silcoon; Skiploom; Skitty; Slugma; Snivy; Snorunt; Snubbull; Spoink; Staravia; Stunfisk; Swellow
894
895T
896Teddiursa; Timburr; Tirtouga; Togetic; Totodile; Tranquill; Trapinch; Trubbish; Tyrogue
897
898V
899Volbeat; Vulpix
900
901W
902Whimsicott; Whismur; Wingull; Wynaut
903
904Z
905Zorua
906
907Fine Pokemon
908
909Pokémon in this listing are able to have much more natural reach then any smaller mons, (I.E. they are more likely to hit). They get only one attack of opportunity for each battle, if the role fails, they are unable to try that again unless they give their foes a free attack of opportunity role(s) as well, if they kept trying after their first failed role.
910
911Mons in this listing are able to duel wield short weapons, short swords, one-handed axes, one-handed maces, etc. They are also able to use swords and shields very well. They also fall under the 'no weapon that is one and a haft your height' rule.
912
913A
914Abra; Accelgor; Aipom; Azumarill
915
916B
917Basculin; Beautifly; Beedrill; Beheeyem; Bibarel; Blitzle; Boldore
918
919C
920Carvanha; Chandelure; Chikorita; Combusken; Cranidos
921
922D
923Deino; Delibird; Dewott; Drowzee; Duskull
924
925E
926Escavalier; Espeon
927
928F
929Farfetch'd; Ferrothorn; Flaaffy; Flareon; Fraxure
930
931G
932Galvantula; Gastrodon; Glaceon; Gloom; Golett; Graveler; Grimer; Grovyle; Grumpig
933
934H
935Herdier; Hippopotas; Honchkrow
936
937I
938Ivysaur
939
940J
941Jolteon; Jumpluff
942
943K
944Kecleon; Kirlia; Kricketune; Krokorok
945
946L
947Lairon; Leafeon; Ledyba; Lileep; Loudred; Lunatone; Luxio
948
949M
950Machop; Magcargo; Magneton; Makuhita; Mantyke; Maractus; Marowak; Masquerain; Mienfoo; Mightyena; Mismagius; Monferno; Mothim
951
952N
953Nidorina; Nidorino; Ninjask; Nosepass; Nuzleaf
954
955O
956Octillery; Omastar
957
958P
959Palpitoad; Parasect; Persian; Pignite; Poliwhirl; Ponyta; Porygon; Porygon-Z; Primeape; Prinplup; Psyduck; Purugly
960
961Q
962Quilava
963
964R
965Raichu; Relicanth; Reuniclus; Rhyhorn; Roserade
966
967S
968Sandslash; Sentret; Servine; Shedinja; Simipour; Simisear; Skorupi; Skuntank; Slakoth; Sneasel; Snover; Spheal; Spiritomb; Staryu; Sunflora; Swoobat
969
970T
971Tangela; Tentacool
972
973U
974Umbreon
975
976V
977Vaporeon; Venonat
978
979W
980Wartortle; Weepinbell; Whiscash; Wigglytuff
981
982Z
983Zubat
984
985Medium pokemon
986
987Pokémon in this list are able to use two hand weapons and not fall under the 'No weapons that's one and a haft times your height' rule, but is unable to dual wield that way, (I.E. need both hands to hold your weapon). Mons in this listing is somewhat able to hide in the shadows, until themselves, or their party members gets into a fight. They are only able to stay within the shadows if one or more the fallowing are met; they have skill points in hiding or the room is mostly dark, I.E. 3/4 the room is in shadows.
988
989A
990Absol; Alomomola; Altaria; Ambipom; Ariados; Audino
991
992B
993Banette; Bayleef; Breloom; Butterfree
994
995C
996Carracosta; Chansey; Charmeleon; Crawdaunt; Croconaw; Cryogonal
997
998D
999Delcatty; Donphan; Drifblim; Dustox
1000
1001E
1002Eelektrik; Electabuzz
1003
1004F
1005Fearow; Floatzel; Forretress; Frillish
1006
1007G
1008Gligar; Grotle; Gurdurr
1009
1010I
1011Infernape
1012
1013L
1014Lanturn; Larvesta; Leavanny; Lickitung; Liepard; Lilligant; Lombre; Lopunny; Lucario; Lumineon
1015
1016M
1017Magnezone; Mandibuzz; Metang; Miltank; Muk; Musharna
1018
1019N
1020Ninetales
1021
1022P
1023Pelipper; Pidgeotto; Piloswine; Politoed; Pupitar
1024
1025S
1026Scrafty; Seadra; Sealeo; Seel; Shelgon; Simisage; Slowpoke; Smeargle; Solrock; Spinda; Staraptor; Starmie; Stoutland; Sudowoodo
1027
1028U
1029Unfezant
1030
1031V
1032Vanillish; Vespiquen; Vibrava; Vileplume
1033
1034W
1035Watchog; Weavile; Weezing; Whirlipede
1036
1037Large Pokemon
1038
1039Pokémon in this list are able to Dual wield, but cannot use two-handed weapons in that form. The mons in this listing is unable to hide at all. They, however, are able to attack .5 time faster than smaller mons.
1040
1041A
1042Ampharos; Archeops
1043
1044B
1045Bastiodon; Bronzong
1046
1047C
1048Cacturne; Carnivine; Clefable; Crustle
1049
1050D
1051Darmanitan; Doduo; Drapion
1052
1053F
1054Froslass
1055
1056G
1057Gabite; Gastly; Genesect; Golem; Granbull
1058
1059H
1060Heatmor; Hitmonchan; Hitmontop; Houndoom
1061
1062J
1063Jynx
1064
1065K
1066Kabutops; Kadabra; Keldeo; Kingler
1067
1068L
1069Latias; Ledian; Luxray
1070
1071M
1072Magmar; Medicham; Mienshao; Mr. Mime
1073
1074N
1075Nidoking; Nidoqueen
1076
1077P
1078Poliwrath; Probopass
1079
1080W
1081Quagsire
1082
1083S
1084Sawk; Seaking; Shiftry; Sigilyph; Stantler; Swanna
1085
1086T
1087Tauros; Throh; Toxicroak
1088
1089V
1090Vanilluxe; Vigoroth
1091
1092W
1093Walrein; Wobbuffet
1094
1095Z
1096Zangoose; Zweilous
1097
1098Lanky Pokémon
1099
1100Pokémon in this group can dual wield long weapons, along with being able to do it with two-handed weapons. They cannot hide that well, if at all. From their big size, would set of traps more easily, unless they are skill in disarming them, and gets a minus one (-1) to trap seeing.
1101
1102A
1103Aerodactyl; Alakazam; Armaldo; Articuno
1104
1105B
1106Bisharp; Blastoise; Blissey; Bouffalant; Braviary
1107
1108C
1109Charizard; Claydol; Cloyster; Cofagrigus; Conkeldurr; Cradily; Cresselia; Crobat
1110
1111D
1112Darkrai; Deoxys; Dewgong; Dodrio; Dratini; Druddigon; Dunsparce; Dusclops
1113
1114E
1115Electivire; Emboar; Empoleon; Exploud
1116
1117F
1118Furret
1119
1120G
1121Gallade; Gardevoir; Gengar; Gigalith; Girafarig; Glalie; Golbat; Golduck; Gorebyss; Gothitelle
1122
1123H
1124Haunter; Haxorus; Heatran; Heracross; Hitmonlee; Huntail; Hydreigon; Hypno
1125
1126K
1127Kingdra; Krookodile
1128
1129L
1130Lickilicky; Ludicolo
1131
1132M
1133Machamp; Machoke; Magmortar; Manectric; Meganium; Metagross
1134
1135N
1136Noctowl
1137
1138P
1139Pidgeot; Pinsir
1140
1141R
1142Rampardos; Rapidash; Regice; Regirock
1143
1144S
1145Salamence; Samurott; Sceptile; Scizor; Scyther; Seismitoad; Sharpedo; Skarmory; Slowbro; Swalot; Swampert
1146
1147T
1148Tentacruel; Togekiss; Typhlosion
1149
1150U
1151Ursaring
1152
1153V
1154Venomoth; Victreebel; Volcarona
1155
1156X
1157Xatu
1158
1159Z
1160Zapdos; Zebstrika; Zoroark
1161
1162Huge Pokémon
1163
1164Pokémon in this list takes a hit for percentage of hitting someone, but gets a plus four for his or her attacks. They are easily seeable and unless they have skills in hiding, but still take a hit on hiding by 1/4 when skilled. The percentage of being seeing increased when more skilled points are in hiding, but cost more for them to hide better.
1165
1166They get a two hit move in one turn, only being able to do this once every three turn to get their mind on to attacking more than one fur.
1167
1168A
1169Abomasnow; Arcanine
1170
1171B
1172Beartic; Blaziken
1173
1174C
1175Camerupt
1176
1177D
1178Dragonite; Dusknoir
1179
1180E
1181Ekans; Exeggutor
1182
1183F
1184Feraligatr; Flygon
1185
1186G
1187Garbodor; Garchomp; Gliscor; Golurk
1188
1189H
1190Hariyama; Hippowdon
1191
1192J
1193Jellicent
1194
1195L
1196Lapras; Latios
1197
1198M
1199Mamoswine; Mewtwo; Moltres
1200
1201R
1202Raikou; Registeel; Rhydon; Rhyperior
1203
1204S
1205Sawsbuck; Scolipede; Seviper; Slaking; Slowking; Snorlax; Suicune
1206
1207T
1208Tangrowth; Terrakion; Torterra; Tropius; Tyranitar
1209
1210V
1211Venusaur; Virizion
1212
1213Y
1214Yanmega
1215
1216
1217Gargantuan Pokémon
1218
1219Pokémon in this list is seeable no matter the event or room, even if they have points in the hiding stat. The mons in this are the 3rd slowest group out of the others, they have to go last, even if they got the highest role, but is only allow to move first or move out of the last to move with a spell or another pokemon’s move.
1220
1221They are the near most powerful attackers, but they only get to attack once every three turns. They get one more special attack then the others, but take .5 times as long for their special attacks to be ready again.
1222
1223A
1224Arbok; Arceus
1225
1226D
1227Dialga; Dragonair
1228
1229G
1230Giratina (Altered Form); Groudon; Gyarados
1231
1232H
1233Ho-Oh
1234
1235K
1236Kyogre; Kyurem
1237
1238L
1239Lugia
1240
1241M
1242Milotic
1243
1244P
1245Palkia
1246
1247R
1248Regigigas; Reshiram
1249
1250S
1251Serperior
1252
1253Z
1254Zekrom
1255
1256Colossal and Colossal+ Pokémon
1257
1258Mons in this list are the slowest of all the groups, they are able to attack three foes in one go, but they are only able to attack four times. They can get a very powerful again, but they are only able to do this between 5 to 8 turns at random. They cannot hide for jack; they get to take a hit much better than the other groups, somewhat better heath as well.
1259
1260G
1261Giratina (Origin Form)
1262
1263O
1264Onix
1265
1266R
1267Rayquaza
1268
1269S
1270Steelix
1271
1272W
1273Wailord
1274
1275List of perks/feats of groups
1276
1277List of perks
1278
1279Perks or feats with a (*) next to them means that your character(s) have to pick that Empire from the start to be able to use a perk and/or feat.
1280
1281Types, in this Pokémon, (which shell be hereby be refer to as ’Mon’), D&D games, allows any PCs Character, (shorten to PC), to change their type from one type to another. The ways to changes one type within a storyline is to have parents who hail from different empires, see the examples below to see what types can a PC change their time to and what they can get for picking said empire. Another way for a PC to change their type is to hail from an empire and/or have parents who hail from different empires and have a kid in one spot.
1282
1283Here are some given ways for PCs have given reason for why their type change or why they have a third type.
1284
1285Example number one:
1286
1287A male Charmander who were born in the Infernal Empire of the Fangs, son to the mother who came from Empire of the Superstitions, a Zebstrika, and a father who hail from his birthplace. The Charmander’s mom had gave him control over his electro-magnetic force around himself, giving him somewhat power over how he is able to get from one tree to another by using the electro-magnetic to repel down onto the ground slowly.
1288
1289Example number two:
1290
1291A female Riolu, whom were born in the Plague Force Empire, is the daughter to a Lucario mother and a Serperior father. The town within the Riolu who had grown up in the streets, had given her knowledge of different poisons, allowing her to keep herself safe. As time passes, her body learn how to deal with poisons, somewhat becoming part of it as it runs through her body without hurting her at all.
1292
1293The fallowing is what a normal multi-type pokemon would look like if a PC picks to have more than one type of have their type change.
1294
1295(Species name); type one, type two and type three
1296
1297Example
1298
1299Shinx; Fire, water and ground type.
1300
13011) Rune Empire
1302
1303Perks:
1304
1305Basic tracking: Mons with this perk had learned how to find food and start a fire allowing them to keep themselves warm and dry. Mons with this reward had learned how to catch their own food and cry it over a roaring fire.
1306
1307Mons who picked will get a plus two (+2) to their cooking skill, allowing them to fish in shallow waters like rivers.
1308
1309* Basic housing: Mons with this reward had learned in school, most likely, out in the wildness when watch by others, had learned how to find things to make a roof over their heads or find somewhere to sleep. The time they acquire slept out there had given them skills on which they can fall back upon.
1310
1311Mons will get a plus two (+2) to finding a cave, a hole in a tree, or hole in the ground that’s able to keep them safe from the weather outside, etc.
1312
1313*Abnormal settings: Mons who picked this is able to get used to a area that normally isn’t lived in, Ex: Being able to lower the damage from a sandstorm, or making able to find dry land or shallow waters in a swampland.
1314
1315Gate watcher: Mons who picked this will be able to understand how locks work is able to pick it open. Mons who picked this will get a plus two (+2) lock picking.
1316
1317Combing through the sands: Mons who had picked this benefit will be train in this skill to be able to find hidden things much more easily in sandy areas than others. The pokemon who had picked this will get a plus two (+2) to their finding things skill, but only in sandy areas.
1318
1319*Harden skin: Mons who has picked this will have a skill that gives them immunity to sandstorms, even if they are not ground, rock or steal type. They get a damage reduced skill from this benefit as well, but the skill sub-side if it is raining or in water.
1320
1321This benefit also makes the pokemon twenty-five percent (25%), weaker to only to water moves or water basic spells. If the pokemon who have this perk is a water type and gets hit by a water attack, they get a power up for one (1) water attack in return by point five (.5), but will not have this skill if they wouldn't use a water attack. However, if the water type pokemon has not use a water type by the end of the day, they lose the plus attack bonus by the next day and get their 'Harden skin' perk back again.
1322
1323Additional to this perk, the pokemon will have a sub-type of ground to them with this perk, in and outside of battles. Mons with this perquisite will get any other factors that a normal ground type would get like; being powerful against electric, fire, poison, rock and steel types mons, as well as get a weakness to fire attacks along with their normal weaknesses.
1324
1325(Note: You are unable to pick this skill as well as 'Abnormal settings' unless you pick the 'Master of the wildness' benefit to learn both. You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.))
1326
13272) Empire of the Chaotic Fox
1328
1329Master of the chitchat: Mons who picked this benefit makes it much easier for themselves to milk others for info without setting the talkie’s suspiciousness signs off. The pokemon will get a plus two (+2) to their charisma skill.
1330
1331However, this skill will not kick in again on the same NPC if the pokemon failed to meet what is need or the talkie gets a higher role that the NPC does to try to see through the PC's lies. The NPC will become less likely to give the PC a cut in item cost or tell the PCs what they need to know. The Mon with this benefit will only get one shot to use on each NPC.
1332
1333(Note: If the PC want to get the NPC to change their mind on something, they need to level this up to change this benefit to 'Silver tongue devil' benefit, which give the pokemon endless shots to try their paws at with this benefit.)
1334
1335*Street smart: Mons who picked this perk will be able to see a fight coming from a mile away. Mons is able to intimidate a group of four (4), mons up to three (3) times a day. The pokemon will get plus one (+1) to their Charisma skill and plus one (+1) to their Strength skill.
1336
1337Mons with this skill is able to intimidate NPCs to give up some info if given the intimidator have the skill to pull it off. The down side to this skill is when the pokemon uses this on a shop owner, they will lose rap with that shop, and if the pokemon keeps this up, the town/city/village will keep that pokemon out until they get the rep back up with that area.
1338
1339(Note: This benefit cannot pair along side with the 'Master of the chitchat' benefit.)
1340
1341Street rules: Mons who has picked this perk will be able to be dirtier in attacking in the outside areas. Mons will get a plus two (+2) to hiding in the shadows in the outside, like around the coroner. This skill does not kick in inside areas. (I.G. If a pokemon, who have this perk can get the drop on someone who is walking outside down the block. However, this perk does not kick in if the pokemon is trying to hide inside a home).
1342
1343Know the law: Mons who has picked this perk will offer a few shots at learning from their ways when given the chance by NPCs when found red-handed. Mons who has picked this benefit will get a plus two (+2) to their diplomacy stat.
1344
1345(Note: NPCs will only be give the PC only three (3) shots in a short time window, (seventy-four hours (74), or three (3) days) before the PC is toss in a cell and hold their till the PC pay to get out or break out.)
1346
1347*Go and pay a visit: Mons who has picked this perk will be more in-touch with their past family members. Mons will learn much about believes in the area, or make believe of their God, Eumus, much better. Mons who had picked this will get a plus one (+1) to their wisdom stat and a plus one (+1) to their intelligence stat.
1348
1349Head is hard as a stone: Mons with this perk will have their minds set on the nobility of their city, family and friends had been nailed into their head from birth. Mons with this perk will get a plus two (+2) to their diplomacy skill checks.
1350
1351Mons will get a damage-reduced bonus from this benefit to all rock type attacks by twenty-five percent (25%), but the skill sub-side if the area is raining or they are in water. This benefit also makes twenty-five percent (25%) weaker to only to fighting moves or fighting basic spells. If the pokemon who have this perk is a rock type and gets hit by a rock attack/move, they get a power up for one (1) rock attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a rock attack. However, if the rock type pokemon has not use a rock type by the end of the day, they lose the plus attack bonus by the next day and get their 'Head is hard as a stone' perk back again.
1352
1353Additional to this perk, the pokemon will have a sub-type of rock to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal rock type would get like; being powerful against bug, fire, ice, and flying type’s mons, as well as get a weakness to fire attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1354
13553) Unholy Spirit Empire
1356
1357*Where did you go: Mons who picked this perk will have an unearthly power that hangs around them as if it is an aura. Mons wanted this perk would get a skill that will allow them to past through walls, allowing any pokemon to past through, even if they are not ghost tight. The only few drawbacks to this perk are; Mons with this perk will only be able to use this skill at night or in dark areas; I.E: Dark caves. A forest that is able to blocks out the sun. An area in which a spell had been cost to block out all signs of the sun light out, etc.
1358
1359Mons will get a damage-reduced bonus from this benefit to all ghost type attacks by twenty-five percent (25%), but the skill sub-side if the area is holy ground. This benefit also make the pokemon twenty-five percent (25%) weaker to only to dark moves or dark basic spells. If the pokemon who has this perk is a ghost type and gets hit by a ghost attack/move, they get a power up for one (1) ghost attack in return by twenty-five (25), but will not have this skill if they would not use a ghost attack. However, if the ghost type pokemon has not use a ghost type by the end of the day, they lose the plus attack bonus by the next day and get their 'Where did you go' perk back again.
1360
1361Additional to this perk, the pokemon will have a sub-type of ghost to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal ghost type would get like; being powerful against ghost and psychic types mons, as well as get a weakness to fire attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1362
1363Dancing on your grave: Mons who has picked this perk would is not the kind type to be respectful to the fallen mons from the past. Mons will have a plus one (+1) against ghost type mons, even if the attack is a fighting or normal move. However, being able to hit ghost type mons with this perk, the pokemon will only does haft as much damage it would do to any other type.
1364
1365*Talking to the dead: Mons who has picked this perk is known to being seen talking to oneself, when asked who are they are talking to, they would answer about someone from long forgotten. Mon with this perk will get a skill that will allow them to talk to a long forgotten pokemon, once a day, only at night when the undead can talk to the living, but they have to have this perk first.
1366
1367Hide and seek: Mons who has picked this perk are the type to hide in the shadows and jump their prey, tie them up and take them back to their home for whatever the catcher wants. Mon with this perk will get a plus one (+1) to their Hide stat and a plus one (+1) to their Use Rope stat.
1368
1369Unholy ghost: Mons with this perk is known to go with the darker road with learning about the dead. Mons will be able to cast one (1) more summon spell monster to the caster's side, but the monster will only be haft as powerful as the normal monster summons, namely, all of its stats are cut in haft, but will give the cast a plus ten (+10) hit points (HP) as long as the monster remains alive. If the caster's monster were killed when the caster's HP would have the pokemon being down. (I.E. a caster who have 40/30 (How much HP one have/the max HP) with the once a day monster out. If the cast is at 10/30 with the monster out, and the monster gets killed, the caster's HP will drop down to one (1).)
1370
1371* What an odd being: Mons who has picked this perk is born with something that is odd about them. Mons with this perk are able to get a second shot at try o stay alive once their hit points (HP) hit negative ten (-10). The pokemon will go into what is called ‘Death Shroud’. Instead of entering a downed, or death, state when his/her/hir health is reduced past zero (0), the pokemon will automatically activates the ‘Death Shroud’ ability and assumes a spectral form.
1372
1373In the Death Shroud, the pokemon will have to tap into a life force (HP) of their foes to bring themselves back to life. If the pokemon does not get to take the life force out of only unfriendly beings, they will be force out of that state and return to being dead. This perk will only works every three (3) days. In that time window where the perk is on cold down, the pokemon are unable to use it.
1374
13754) Empire of the Five Holy Eagles
1376
1377*Take to the air: Mons with this perk has been around the clouds, felt the wind against them, the freedom they can have from the ground walking mons. With this perk, mons is able to fly or somewhat gliding over an area of land, even if they are not flying types.
1378
1379Mons will get a damage-reduced bonus from this benefit to all flying type attacks by twenty-five percent (25%), but the skill sub-side if the area is underground or cave-like. This benefit also make the pokemon twenty-five percent (25%) weaker to only to flying moves or flying basic spells. If the pokemon who have this perk is a flying type and gets hit by a flying attack/move, they get a power up for one (1) flying attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a flying attack. However, if the flying type pokemon has not use a flying type by the end of the day, they lose the plus attack bonus by the next day and get their 'Take to the air' perks back again.
1380
1381Additional to this perk, the pokemon will have a sub-type of flying to them with this perk, outside of battles. Mons with this perk will get any other factors that a normal flying type would get like; being powerful against grass, bug and fighting types mons, as well as get a weakness to fire attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.) Mon will get a plus two (+2) to their Climb stat. Part flying type mons is given a plus two (+2) squares to their action turn if one of the following is happening or in an area that would allow them to do this: The wind is blowing, (does not matter which way the wind is blowing.)
1382
13831) Diminutive and tiny size pokemon is able to climb up to a maximum of ten (10) feet up in one turn, use this perk, and attack in the same, full turn. (I.E.: Is able to role to climb up a wall, if the role was good, the pokemon is able to role for their stat.)
1384
13852) Small size mons is somewhat able to do the same as the diminutive and tiny size mons. However, Small size mons is only able to do climb role and glide, but not able to attack. In doing so, this will give an attack of opportunity for their foe if they land in melee range. Mons of this size is able to glide up to a maximum of fifteen (15).
1386
13873) Fine and medium size mons, from their size, is unable to do the same thing as the diminutive and tiny size mons. Mons of this size are only able to use this skill, but only in big dungeons, but is free to glide up to a maximum of twenty (20) in one go.
1388
13894) Large and lanky mons is unable truly able to glide like the smaller mons for their size. They cannot do a climb role that is not the normal number. Mons of this size has to get a hit on their dice role to see if they can lift their weight up. Mons of this size is able to glide up to twenty-five (25) feet in one go.
1390
13915) Huge, gargantuan, colossal and colossal (plus) size mons is fully unable to glide within dungeons, no matter the size of the dungeon, nor the area within said dungeons. Mons of this size can only use this skill if used on top of areas that is two-hundred plus (200+) in one go.
1392
1393Birds of a feather: Mons with this perk is seen in groups with mons that they would not normally get along with in the world. Like a Zangoose and Seviper getting along very well, as if they are the best of friends. The pair of mons that is best known for their hatred for one another, will get more along with this perk. Mons with this perk will get a plus two (+2) to their Diplomacy.
1394
1395Peck, peck, peck: With this perk, the pokemon can hen peck their mates into submission (writer’s note: I am kidding with that one. :P. Now onto what the perk really means). Mons with this perk has the fury of the mother bird inside of them, wanting to catch for the kids. With this perk, mons will get a plus two (+2) to their throwing weapons skill, as well get a shot at attacking again in the same turn if only they roll a seventeen-plus (17+), they will not get a second shot at that in the same turn.
1396
1397*The fury of the best: Mons with this perk will be filled with rage in a tight pick place and attack much more and more powerful when their life’s is on the line. Mons with this perk will get an increased in their Strength stat by plus four (+4), but in using this perk, their Armor Class (AC) decreased by eight (8) for the power they get within that raging time.
1398
1399Leader of the pack: This work calls upon the pokemon’s inner, wild animal that they been born with. Mons with this perk will be more likely to block more attacks as long as they are able to wear a shield will get a plus one (one) to their Armor Class (AC) stat in a given battle.
1400
1401Early bird gets the worm: Mons with this perk is more the kind to get up early in the morning everyday to get their to-do list done. Mons with this perk will get am second (2nd) Fortitude saving throw to wake up when their first rolled failed.
1402
14035) Empire Cyborgs Of Eternity
1404
1405*Looks like someone tech happy: Mons with this perk have a think for building and fixing broken bots or toys. With this perk, mons will be more likely to learn and find blue plans for their engineering job. The mons will get a head start on their engineering skills by four (4) and start with three (3) more recipes from the start.
1406
1407*Mon or robot: Mons who pick this perk are often know to enjoy the idea of becoming a robot like their God, Gailyrim, to be closer with him or become part of his robot ‘family’, some would say. Mons with this perk will be taking upon more of a living style look to them as they were made to look like the real thing. Mons will have a steel type- sub type to them, namely, being fully immune to any and all poison Pokémon attacks, poison attacks of any kind (I.E. Contact, ingested, inhaled and injury) and spells.
1408
1409Mons will get a damage-reduced bonus from this benefit to all steel attacks by twenty-five percent (25%), but the skill sub-side if the area is highly heated or lava is around. This benefit also make the pokemon twenty-five percent (25%) weaker to only to fire moves or dark basic spells. If the pokemon who has this perk is a steel type and gets hit by a steel attack/move, they get a power up for one (1) steel attack in return by point twenty-five percent (25%), but will not have this skill if they would not use a steel attack. However, if the steel type pokemon has not use a steel type by the end of the day, they lose the plus attack bonus by the next day and get their 'Mon or robot' perk back again.
1410
1411 Additional to this perk, the pokemon will have a sub-type of steel to them with this perk, outside of battles. Mons with this perk will get any other factors that a normal steel type would get like; being powerful against Ice and rock types mons, as well as get a weakness to fire attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1412
1413My first kit: Mons who pick this kit are normally given to as gifts or something as an ‘Thank you’ within this Empire for kits, or outsiders. Mons with this perk will be able to fix or make tools to use for themselves or their party members like a pokemon made housing, a camp fire pit, tools like a axe, etc. (Note: This perk can be level up to the max skill, changing this perk into ‘Master Engineer’, allowing the pokemon to make/fix/take away high end works. )
1414
1415And the gears keep turning: Mons with this perk like to work on things and fix them, as any normal engineer would do. Mons with this perk will get a plus one (+1) to their Intelligence and a plus one (+1) to their Wisdom. Along with this perk, the pokemon will be given a pair of goggles to be able to see how much hit points (HP) their foes have now, as well as to see if their enemies have any status at any time in battle. (I.E. If the opponent is poison, asleep, burn, etc.)
1416
1417A new part arm/leg does not hurt, much: Mons with this perk had picked to get a new body part or have something to fix. Mons with this perk are able to, if willing, to substitute a arm, leg, tail, ear, etc, to better themselves in many different ways. Mons with this perk will get a plus two (+2) to their Strength stat. Along with this, mons are able to give up, forever, a limb to give themselves or other party members buffs in exchange for tails, ears, eyes, arm and/or legs. (Note: Once this is done, this act cannot be undermined by spells at all.)
1418
1419Technology is the future: Mons with this perk like to build and make things that is far, far outside the realm of possibility that one would think. Nevertheless, for the time being, they will use their technology and engineering know how for now. Mons with this perk will get a plus two (+2) to their Craft and plus one (+1) Profession skills.
1420
14216) Infernal Empire of the Fangs
1422
1423*Raging inferno: Mons who had picked this perk will feel the fury and rage of the fire that holds within itself that would take any chance it can get. Mons with this perk will get a plus six (+6) to any of their Strength checks and a minus four (-4) to all of their Dexterity checks (I.E. Ranged attack rolls, Armor Class (AC), Reflex saving throws, Balance, Escape Artist, Hide, etc.,) in exchange for more power. When this two-part perk kicks in, (the first being within battle perk.)
1424
1425Mons will get a damage-reduced bonus from this benefit to all fire attacks by twenty-five percent (25%), but the skill sub-side if the area is raining or within water. This benefit also make the pokemon twenty-five percent (25%) weaker to only to water moves or water basic spells. If the pokemon who have this perk is a fire type and gets hit by a fire attack/move, they get a power up for one (1) grass attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a fire attack. However, if the fire type pokemon has not use a fire type by the end of the day, they lose the plus attack bonus by the next day and get their 'Raging inferno' perk back again.
1426
1427Additional to this perk, the pokemon will have a sub-type of fire to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal fire type would get like; being powerful against grass and steel types mons, as well as get a weakness to water attacks along with their normal weaknesses.(Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main dual types to pick a new type.)
1428
1429*Hell has no fury: Mons with this perk are the ones that been blessed by their God, Henthernis, as they set forth fear in any of their hostile parties. Their battle cry filled their companions with that fiery rage. Mons with this perk will get a plus one (+1) to their Constitution stat. Including with the perk, the pokemon will be able to give a hit points (HP) buff that depends on the pokemon’s Constitution stat. Mons will be able to give about roughly ten percent (10%) of their total, or max HP.
1430
1431Example: Mon A have ten (10) HP, and pokemon B have twenty-five (25) HP. Mon B have this perk and is grouping with pokemon A to get a lost item or some payback to another pokemon. Mon B has this buff and uses it for pokemon A to get a buff to stay alive a bit longer. When pokemon B uses this buff, he, she or hir give an, approximately, about two point five (2.5) to pokemon A, making their HP to twelve point five (12.5) HP now, when rounded up becomes thirteen (13) HP.
1432
1433(Note: This buff only takes effect for a full day, or until the pokemon with the buff dies. If one or the other events happen, the mons will return to their normal max hit points (HP). In addition, this buff does not stack with one another as to get a far big HP pool to use. This buff can only be done once for each battle.)
1434
1435Hack and slash, hack and slash, etc: Mons with this perk is more likely to have a bit too much of, let just call it ‘fun’ for now. Mons with this perk will get one (1) more attack roll, but they will get a negative four (-4) on their second roll after the modifiers are put in.
1436
1437Light the fire: Mons with this perk works deep within their mining tunnels, rock pits, or other work areas that ask the workers to be putting overtime work throughout the night time. Mons with this perk will get a passive perk, this one allowing them to see additional twenty (20) feet ahead of them in low light areas.
1438
1439A taste for blood: Mons with this perk is not the type to shy away from a goo battle, let along now jump into the middle of one them. Mons with this perk will get a passive buff that allows them to rejuvenate slowly their hit points (HP) after a killed had been made for two (2) to four (4) turns. Mons will rejuvenate about, depending on how much HP the pokemon has.
1440
1441The pokemon will depend about ten percent (10%) for every turn. If they get attack as this perk slowly bring back the pokemon’s HP, the perk will keep going until it is done or the pokemon dies. This perk will keep working past it goes past negative one (-1), that will make them down or into unconsciousness.
1442
1443*This weapon is an extension of me: Mons with this perk have been trained in the way to make their weapons apart of themselves to give them skills in how to fight for their rights and/or friends/family members/home/etc. Mons with this skill will get a plus two (+2) to their Listen and Profession skills.
1444
14457) True Green Empire
1446
1447*Mother Earth: Mons with this perk can connect to the plants around themselves , seeming to be able to understand the plants and is able to fill the needs of herb(s) as see fit. Mons with this perk will get a plus three (+3) to their Search skill. In conjunction with the search skill, the pokemon will also get a plus one (+1) to their Listen skill when it comes to understanding plants and trees around them. They are two (2) times more likely to be able to find herbs to heal themselves.
1448
1449*Having a green paw: Mons with this perk seem to be part plant, seeing as if they came out of a seed pads from outer space seeming as they seem unearthly powers to them when it comes to plants. Mons with this perk will get a plus two (+2) to their Dexterity and a plus one (+1) to their Intelligence stats.
1450
1451Furthermore, Mons with this perk will get a sub type of grass to them, allowing them to walk into overgrown areas that is unable to be past by normal means like, swords, claws, or pokemon’s attacks. Mons will get a damage-reduced bonus from this benefit to all grass attacks by point twenty-five percent (25%), but the skill sub-side if the area is hot or heated that would make a normal pokemon sweat, around hundred degrees Fahrenheit.
1452
1453This benefit also make the pokemon twenty-five percent (25%) weaker to only to ice moves or ice basic spells. If the pokemon who have this perk is a grass type and gets hit by a grass attack/move, they get a power up for one (1) grass attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a grass attack. However, if the grass type pokemon has not use a grass type by the end of the day, they lose the plus attack bonus by the next day and get their 'Having a green paw' perk back again.
1454
1455Additional to this perk, the pokemon will have a sub-type of grass to them with this perk, outside of battles. Mons with this perk will get any other factors that a normal grass type would get like; being powerful against ground, rock and water types mons, as well as get a weakness to ice attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main dual types to pick a new type.)
1456
1457Master of the wildness: The mons with this perk will take part in fighting for themselves, learning how to find food, and make their own clothing as well to other things. Mons with this perk will get a plus two (+2) to their Survival checks, plus one (+1) to their Knowledge inspections and a plus one (+1) to their Fortitude saving throws, for resisting poison and similar threats. (Note: Mons with this perk is able to pick up the fallowing pair of perks; ‘Harden skin’ and ‘abnormal settings’.)
1458
1459May I have a pet: Mons with this perk has a drive within them to get a companion, or friend, to beside them and take care of as if it is their own child that fights along side of them within the heart of combat. Mons with this perk will get a plus two (+2) to their pet’s attack rolls and a plus one (+1) to their Armor Class (AC) factors.
1460
1461From bad to good: Mons with this perk want to help and heal all the living beings that is around them from the smallest bug, to the biggest dragon. Any pokemon that wishes to clean out the poison from others bodies. Mons with this skill is able to find plants and make any-poison/venom from other mons or monsters. Mons with this skill is able to get the skill ‘Treat Poison’ earlier then other mons.
1462
1463*Hurting for berries: Mons with this perk like to go about in their farms or outside in the woods to pick some berries for a side food for a feast. Mons with this perk is more likely to find up to two (2) to four (4) more food items when doing a Search and Survival checks when outside in a grassy areas or in a forest.
1464
14658) Celestial Empire
1466
1467*Higher learning: Mons with this perk will be have this need to feed their minds on whatever they can get their hands/paws/claws/whatever on to better themselves for the better good, well, most of them would go for good. Mons with this benefit will get a plus one (+1) to their Gather Information and their Perform checks skills.
1468
1469Working at the library: Mons with this benefit have tutored themselves for many, many hours in the quiet halls of the library, learning about the past and make better plans from the mistakes of others. Mons with this perk will get a plus two (+2) to their Gather Information and a plus two (+2) to their Use Magic Device checks.
1470
1471Learning about the Arcane: Mons with this perk learns how to master the raw power of spells that spell all magical spells feed on. Mons take a far higher learning about, taking a plus four (+4) to their Intelligence stat, but get a negative two (-2) points from their Wisdom stat in exchange for more knowledge.
1472
1473*Out of body experience: Mons with this perk are able to look within themselves and found the key to open their minds and allow their inner self to fly and understand more then what meets the eye, seeing them with their third (3rd) eye. Mons with this perk will get a plus two (+2) to their Appraise skill and a plus one (+1) to their Craft. Mons with this perk will take upon a sub-type of ‘Psychic’ as their third (3rd). Mons with this perk are able to control, for a short time (about ten (10) minutes of raw magic to only to see the area around them (that’s about seeing into four (4) rooms without going in them). Once the pokemon had used that raw magic, they are unable to do it again for four (4) days.
1474
1475Mons will get a damage-reduced bonus from this benefit to all psychic attacks by twenty-five percent (25%), but the skill sub-side if the area has a spell to give a dark area. This benefit also make the pokemon twenty-five percent (25%) weaker to only to dark moves or dark basic spells. If the pokemon who have this perk is a psychic type and gets hit by a psychic attack/move, they get a power up for one (1) psychic attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a psychic attack. However, if the psychic type pokemon has not use a psychic type by the end of the day, they lose the plus attack bonus by the next day and get their 'Out of body experience' perk back again.
1476
1477Additional to this perk, the pokemon will have a sub-type of psychic to them with this perk, outside of battles. Mons with this perk will get any other factors that a normal psychic type would get like; being powerful against Fighting and poison type’s mons, as well as get a weakness to dark attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1478
1479Everything has a place: Mons with this perk have a habit of putting things in nice and neat order, grown and/or learn this from work or a school area. Mons with this perk will have a plus two (+2) to their Gather Information skill.
1480
1481*Knowledge is power: Mons with this perk has a thing that drive them want to learn in school, outside, from others, etc. Like the old saying goes, ‘Knowing is haft the battle’. Mons with this perk will get a plus two (+2) to their Will saving throws. Along with this, mons is able to learn about things much faster, getting a plus one (+1) to their Decipher Script when faced with some old and/or odd languages.
1482
14839) Hive of Order Empire
1484
1485The music soothes the savage beast: Mons with this perk had learned how to bring the heart and soul out of their instruments, allowing one’s soul to fly free, forgetting their worries or fears for the time being. Mons with this perk will get a plus two (+2) to their Perform checks, (but will get a minus three (-3) if the pokemon wants to use their Perform checks in all areas that Perform checks are needed. They will also get another minus two (-2) when doing another Perform check on a group that the last rolled failed. Nevertheless, the pokemon will get another plus two (+2) to their Perform checks if they pick a specialization in one area.)
1486
1487*Bugs, why does it have to be bugs: Mons with this perk are In a group that shows a odd habit when left along to their own doing, like seeming to know what to do without saying anything, even if one of them are new to the group. Mons with this perk will get a plus two (+2) to their Balance checks; in addition to that, that pokemon will get a roll check to soothing a hive of bugs and avoid the hive from attacking the party and themselves.
1488
1489Mons will get a damage-reduced bonus from this benefit to all bug attacks by twenty-five percent (25%), but the skill sub-side if the area is on fire or heated to the point a normal Pokémon would sweat. This benefit also make the pokemon twenty-five percent (25%) weaker to only to flying moves or fly basic spells. If the pokemon who have this perk is a bug type and gets hit by a bug attack/move, they get a power up for one (1) bug attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a bug attack. However, if the bug type pokemon has not use a bug type by the end of the day, they lose the plus attack bonus by the next day and get their 'Bugs, why does it have to be bugs' perk back again.
1490
1491Additional to this perk, the pokemon will have a sub-type of bug to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal bug type pokemon would get like; being powerful against Grass, Dark and Psychic type’s mons, as well as get a weakness to flying attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1492
1493The wild dance to its own beat: Mons with this perk can sit and listen to the wind blowing, blowing around and/or through thing, allowing the world around them rock them to sleep at night at the bugs of the nightlife start, awaking up from their slumber and sing their love songs to one another. Mons with this benefit will get a plus two (+2) to their Handle Animal skill.
1494
1495*Animal handler: Mons with this benefit very well known about dealing with big hives, like bees, to the point that the handler is able to move a horde of bees from one area to another without making them hostile at all. Mons with this benefit given a plus two (+2) to their Handle Animal checks and gets an reduce teaching skill. The pokemon will get one (1) reduce teaching to their ‘Rear other creature’ skill checks.
1496
1497Clothing makes the pokemon: Mons with this perk is more the kind to go and dress themselves up in the best clothing, materials, hats, etc. Mons with this perk will get a plus two (+2) to their Disguise; alter self, namely. Along with this, mons will have ‘Starter’s disguiser kits’ for free from the start and get ten percent (10%) discount to clothing shops, most shops.
1498
1499*Honey from that hive: Mons with this perk have sweet tooth for sugary things like cakes, pies, cookies, and the like. Mons with this perk is skilled within the kitchen and is able to produce lovely bake goodies. Mons will get a plus two (+2) to their Knowledge (cocking), when it comes to learning new recipe from others or get a plus three (+3) to their Knowledge (cocking), when it comes to learning others cook books which all starter cooks get.
1500
150110) Empire of the Two South Otters
1502
1503*The water is home to many beings: Mons with perk is very well known to have homes in, or around bodies of water. Some of them even have villages in a lake. Even some areas a city has been found at the bottom of the sea, if given the right conditions like the land and witch the city is being made on can handle the weight of the huts, house, building, etc. Mons will get a plus two (+2) to their Swim checks, and they get a ten percent (10%) more reputation (or rep for short), with any water basic civilization area.
1504
1505Take a deep in the water: Mons with this perk have classes to help any non-water type pokemon to swim around in body of water, helping them to come over any fears of the water they may or may not had before the class. Mons with this perk will get a plus four (+4) to their Swim up Waterfall skill and get four (4) more hit points (HP) when holding their breath.
1506
1507Let go fishing: Mons with this perk has a thing for taking their time and fish up their dinner for the day. Mons with this perk will get a reduced cost on traders in fishing ports or any other finish areas like inns or farmer’s market where the main food is fish by about ten percent to twenty percent (10% to 20%) off when dealing with those kinds of items.
1508
1509*Ship deck boy/girl: Mons with this perk is the lowest on the totem pole of the job list, the top being the ship master/owner. Mons with this perk is able to talk their way onto ships, if given they have some links to that area first like friends or family members. Mons with this perk will get a discount of about five percent (5%) on ships and nothing on other transportable vehicles. (Note: Mons with this perk will get far more discounts as they level up with this perk, changing this perk to ‘Master of the ship’ where they will get discounts up to forty-five percent (45%) off on all ships.)
1510
1511*The sea is a monster that cannot be master: Mons with this perk live in or around bodies of water, like lakes or river and the like. The mons are able to fish with skill that been train for years from the waters that they live near or next to. Mons with this skill will get a plus three (+3) to their Gather Information when it comes to the sea lives. Mons with this skill is able to make homes in muddy areas and get a plus one (+1) to their Search checks when it comes to fishing and underwater plants lives. Mons will get a damage-reduced bonus from this benefit to all water attacks by twenty-five percent (25%), but the skill sub-side if the area is very dry or desert like areas.
1512
1513This benefit also make the pokemon twenty-five percent (25%) weaker to only to grass moves or grass basic spells. If the pokemon who have this perk is a water type and gets hit by a water attack/move, they get a power up for one (1) water attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a water attack. However, if the water type pokemon has not use a water type by the end of the day, they lose the plus attack bonus by the next day and get their 'The Sea is a monster that cannot be master' perk back again.
1514
1515Additional to this perk, the pokemon will have a sub-type of water to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal water type pokemon would get like; being powerful against Fire, Ground and Rock type’s mons, as well as get a weakness to Grass attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1516
1517Try to find somewhere dry: Mons with this perk is kind of the type that they would like to get in and out of the water, getting what they need before getting their butts out of the water and get back to whatever they have to do on their to-do lists. Mons is able to get a plus two (+2) to their Concentration Checks within battles.
1518
151911) Shadow claws Empire
1520
1521A ‘Hello’ from the grave: Mons with this perk had already gone and past away from this world, but shell not sleep in the great after life. Mons with this perk is more dark, hate filled to any other being that is not part of its group. They prefer to stay in the obscurity of the shadows, waiting for their prey to show themselves before they start their assault. Mons with this perk will get a plus two (+2) to their Hide stat, namely ‘Creating a Diversion to hide’.
1522
1523Unholy ritual: Mons with this perk is often a part of one of the many cults that is very well known within that empire. The cults there has be seen summing things from the great be yawn or bringing back the dead to life. Mons with this will get a plus two (+2) to their Read Magic skill when rolling.
1524
1525*The dead has return: Mons with this perk has been dragged out of their eternally slumber by necromancer forces to do their deeds, if they want to or not. As time gone on, the fallen pokemon soon turn on their master for one reason or another like; the necromancer’s powers had weaken with time and age, or the necromancer’s pet’s will power slowly grown to the point that he or she or hir turn on the being who bring it back to live this hellish life.
1526
1527Mons will get a damage-reduced bonus from this benefit to all dark attacks by twenty-five percent (25%), but the skill sub-side if the area is holy ground or have a spell to weaken undead or dark beings.
1528
1529This benefit also make the pokemon twenty-five percent (25%) weaker to only to bug moves or grass basic spells. If the pokemon who have this perk is a dark type and gets hit by a dark attack/move, they get a power up for one (1) dark attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a dark attack. However, if the dark type pokemon has not use a dark type by the end of the day, they lose the plus attack bonus by the next day and get their 'The dead has return' perk back again.
1530
1531Additional to this perk, the pokemon will have a sub-type of dark to them with this perk, in and outside of battles. Mons with this perk will get any other factors that a normal dark type pokemon would get like; being powerful against Ghost and Psychic type’s mons, as well as get a weakness to bug attacks along with their normal weaknesses. (Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1532
1533Waking up the dead: Mons with this perk is the top to go about into graveyards and normally have parties or have a meeting of spell casters testing their powers out on the graves of the departed. Mons will get a plus two (+2) to their damage rolls against any dark type mons, but will get a negative two (-2) against psychic type mons in Armor Class (AC) checks.
1534
1535*Bringing you to hell with me: Mons with this skill is sometimes seen using dark spells like using a spell that allows the caster to drain the life force (HP) from their targets. Alternatively, enslave the undead or demon mons. Mons with this skill will get a plus four on (+4) to their dark spells. However, in getting that power-up, they give up a negative two (-2) to the pokemon’s Decipher Script, namely, a written spell (such as a scroll) without using read magic.
1536
1537*Can the undead think: Mons with this perk may or may not be or correspond in one of the ‘dead’ villages or towns. Mons with this benefit is able to talk to the undead, friendly, mons (NPCs) that the PCs can find along their way to areas, homes, friends, etc.
1538
1539Mons with this benefit is able to get a ten percent (10%) discounts to some items like meat or some weapons. When they mons had gotten enough reputation to the point that they mons there will be able to show the party members (PCs) some rare items like magic devices or shown to a area(s) that isn’t open to the public or common pokemon that walks through the town, village, city, etc.
1540
154112) Plague Force Empire
1542
1543Something hides within the shadows: Mons with this perk is known for being, (well, most are); Hiding in the shadows, waiting for the prey to show themselves. The dark shadows obscuring them as the common pokemon’s eyes as the unknowing pokemon steps into their lair and have things, unknown things, done to them. Mons with this perk will get a plus two (+2) to their Hide, namely, total concealment skill.
1544
1545*You got something in your back, pokemon: Mons with this perk are normally know as the rogues or killers for hire for the most part. Mons of this group or groups, the number is unknown as of this time, are be seen, if one have an good eye to spot one of the mons sliding murder weapons into a innocent pokemon’s bag. Mons with this skill gets a plus two (+2) to their Sleight of Hand skill, namely, being able to make their friends and/or party members ‘disappear’ while in plain view of anyone watching the two. The higher the roll, the better the ‘disappear’ pokemon can hide. Along with this, the pokemon will get a plus two (+2) to being able to take, or this group(s) normally put things in the pokemon’s bags.
1546
1547Poison master: Mons with this perk are known to be trying to make the most powerful, deadliest, fast moving poison that the world had ever seen. Trying to get the best poison out there, as they fight against the True Green Empire’s lab as they try to make the anti-poison to their poison every day. Mons with this perk are able to make their own poisons, given that they know how to make the poison from the ground up, or they can learn from working on a poison that they have on paw to make it more powerful. Mons will get a plus two (+2) to their Craft (poison making).
1548
1549*Come to my lair, you will stay there, forever: Mons with this perk are often know to take jobs that most, if not, mons turn their backs on. Mons of this group likes to go about and lay traps and pits to catch their prey that falls for their well place ill-gotten good to draw them on top of.
1550
1551Mons will get a plus two (+2) to their Disable Device Check against simple and tricky traps. Moreover, they get a plus one (+1) to their Craft (trap making) skill in this area.
1552
1553Within the shadows, there is always a way out: Mons with this benefit can sometime seem to disappear from their cell or holding room. With arm guards at all the exits, watching the room like a hawk that is waiting for their prey to show themselves before they fly down and grab them. The caged pokemon seeming to had gotten out through a hole or something within the shadows, even though the cell, cage, box, etc, is deep underground with water on the outside of the waters.
1554
1555Mons with this benefit will get a plus two (+2) to their Escape Artist (extremely tight space) checks, and may get haft the Check when going through long and tight spaces.
1556
1557You had better not turn around: Mons with this benefit is the type to go around and rob any pokemon that they want to or feel like doing it for the hell of it. The mons love to play around with daggers or other smell, easily hide able weapons on themselves. The pokemon will get a plus two (+2) to their Thrown Weapons skills, namely; one (1) handed weapon like, Daggers, shurikens, throwing axes, etc.
1558
1559Mons will get a damage-reduced bonus from this benefit to all poison attacks by twenty-five percent (25%), but the skill sub-side if the area is grassy area, namely, the True Green Empire.
1560
1561This benefit also make the pokemon twenty-five percent (25%) weaker to only to ground moves or ground basic spells. If the pokemon who have this perk is a poison type and gets hit by a poison attack/move, they get a power up for one (1) dark attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a poison attack. However, if the poison type pokemon has not use a poison type by the end of the day, they lose the plus attack bonus by the next day and get their 'You had better not turn around' perk back again.
1562
1563Additional to this reward, the pokemon will have a sub-type of poison to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal poison type pokemon would get like; being powerful against Bug and Grass type’s mons, as well as get a weakness to bug attacks along with their normal weaknesses.
1564
1565(Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1566
156713) Empire of the Diamond Skulled Coyote
1568
1569Dance the dance of the soul: Mons with this perk are seen dancing for hours, letting their inner self out, let their song takes over them and put their worries to bed for the time being. Each step they take that feels like they are walking on air, flying through the skies overhead as the song plays. Mons with this benefit will get a plus two (+2) to their Perform, namely, Dance (ballet, waltz or jig), in the streets and get a two more silver paces each hour. As the pokemon slowly master this benefit, the more money they make.
1570
1571*One-two step: Mons with this benefit is skilled with their feet, being able to do great things with them like being able to walk on high wire or walking along the edge of a house that any other pokemon would fall off within ten sec., of trying. Mons with this perk will get a plus two (+2) to their Tumble and Balance checks. The mons will also not get the ‘Flat-Footed’ de-buff that happens when within battle on doing balancing.
1572
1573*My fight of fire: Mons with this benefit are skilled in the unarm combat, being able to move in to their foe’s area and, is very skilled (have the ‘Sleight of Hand’ skill level), and find weak points in their enemy armor. Mons with this skill will also get a move called ‘Flurry of Blows’ that no other Empire’s trainers know. With this skill, they are able to attack from two to ten (2 to 10) hits in one turn, but have their accuracy cut from fifty percent to seventy-five percent (50% to 75%) to do this attack.
1574
1575Dance your rival into submission: Mons with this perk had learned how to get in connect with their body, learning how much power they have behind their muscles. Learning about oneself is able allows one to do things that the common pokemon isn’t normally able to do, like break through a stone wall without getting hurt. Mons with this benefit is able to get a get a plus two (+2) to their Concentration checks and plus one (+1) to their damage, Unarmed Strike rolls.
1576
1577*Dancing and fighting is the same: Mons with this reward has mastered the art of fighting and dance. Mixing the together two to the point that it is rather hard to tell the different between when they are dancing for fun or ready to attack. Mons with this work is able to do ‘Close Order Combat’ and allow the pokemon to attack along side of someone to allow them both to attack at the same time as if one of them had gotten a power up to their attacks.
1578
1579Mons will get a damage-reduced bonus from this benefit to all fighting attacks by twenty-five percent (25%), but the skill sub-side if the area is grassy area, namely, the True Green Empire.
1580
1581This benefit also make the pokemon twenty-five percent (25%) weaker to only to flying moves or flying basic spells. If the pokemon who have this perk is a fighting type and gets hit by a fighting attack/move, they get a power up for one (1) fighting attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a fighting attack. However, if the fighting type pokemon has not use a fighting type by the end of the day, they lose the plus attack bonus by the next day and get their 'Dancing and fighting is the same' perk back again.
1582
1583Additional to this reward, the pokemon will have a sub-type of fighting to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal fighting type pokemon would get like; being powerful against Rock, Normal, Steel, Ice and Dark type’s mons, as well as get a weakness to bug attacks along with their normal weaknesses.
1584
1585(Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1586
1587Dancing is a form of expression: Mons with this perk are often hired as performer by many of the other empires for shows or events for their towns, villages, cities, etc. Mons can be on the route, always heading to their next job or heading home for some time off to let their feet relax. Mons with this reward will get discounts on things that require beasts of burden like Carriages, Carts or Wagons. The mons will get about ten to ten percent (10%) off on them. The higher their dancing skill is; they are able to get more discounts as they hone their skills.
1588
158914) Empire of the Icy Animals
1590
1591The fury of winter: Mons with this reward had face and learned how to live in snowy areas that get about four (4) or so hours of sun light before the darkness comes and the template drops below zero. Mons with this perk are very well killed with dealing with the chill of the winter’s breath as if death itself is there. Mons will get a plus two (+2) to their Survival checks, in snowy areas, that a normal pokemon who does not know the area around them.
1592
1593*Hunting in the snow: Mons with this reward is skilled with finding prey or plant life in the snow. From the fact that the snow keeps dead things fresh for much longer then it would be if it were found in a forest or cave where the heat from the sun or area rots the food. Mons gets a plus three (+3) to their Track skill, namely, very soft ground, soft ground when in snowy areas, and still holds that buff to that skill in aged snow.
1594
1595Walking through the snow: Mons with this reward had learned how to get through the deep a cold snow that this empire have often. The deep snow, the endless fields of white all around oneself that a common pokemon would become a part of one of the many icy food beings for the other mons to find and used. Mons with this perk will get a plus two (+2) to their Knowledge, Nature (weather).
1596
1597*The cold chilly feeling is everywhere: Mons with this perk has a chilly force around them, feeling as if they just came out of a block of ice. The common thing that the mons if often known for is their aura that feels like death likes to hang around them.
1598
1599Mons with this perk have a cold area around them that allows them to freezes some water to allow them to form ice under their paws or feet. This allowing them to cross bodies of water likes a lake. Mons with this perk is unable to have mons without this perk to use the same ice that was made by their paws/feet. However, the only time other mons can use the ice that were made by mons with said perk is when the pokemon is Huge and bigger, allows smaller mons; AKA, medium size mons and smaller.
1600
1601Mons with this perk can level up this perk to allow them to make Ice Bridge from one side to another. However, the ice bridge is weak and is only able to allow the one who made it, fine size and smaller mons to cross easily without the shot the bridge will break at all.
1602
1603Mons of medium size and up is force to roll to see if their ice bridge can withstand their size and weight. Namely, the difficulty checks (DC) for this is fifteen (15). The more items the pokemon have, about forty (40) pounds of items or so, add a five (5) to the DC. For each fifteen (15) pounds after hitting the forty (40) caps, the DC of the ice bridge is increase.
1604
1605How snow is made: Mons with this perk is skilled with frost spell, being able to cast ice spells when some areas, towns, villages, etc, needs them. Mons from this empire can been seen being paid a lot of money as they make a long lasting houses made out of ice, most of them made underground, which cast a very shiny copper. Mons with this perk will get a plus two (+2) to their damage (or, damage for short) rolls as they mons will get one (1) free enhancing recipe that allows them to add a frost damage to their weapons that physically hit the foes to have the added frost damage to work.
1606
1607Icy touch: Mons with this perk can often be known for the fact they are, or work for, death itself. The chilly feeling they give off to others can sometimes cheep others out, but they are normally often seen in salons, namely the muscles rubbers that work on different parts of the body. Mons with this perk will get an immunity to hail, or often known as, ice storms.
1608
1609Mons will get a damage-reduced bonus from this benefit to all ice attacks by twenty-five percent (25%), but the skill sub-side if the area is heated or on fire.
1610
1611This benefit also make the pokemon twenty-five percent (25%) weaker to only to rock moves or flying basic spells. If the pokemon who have this perk is a ice type and gets hit by a ice attack/move, they get a power up for one (1) ice attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a ice attack. However, if the ice type pokemon has not use a ice type by the end of the day, they lose the plus attack bonus by the next day and get their 'Icy touch' perks back again.
1612
1613Additional to this reward, the pokemon will have a sub-type of ice to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal ice type pokemon would get like; being powerful against Dragon, Flying, Grass and Ground type’s mons, as well as get a weakness to bug attacks along with their normal weaknesses.
1614
1615(Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1616
161715) Lawful Empire
1618
1619Holy charger: Mons with this perk had been trained in mounted combat for the most part while in the Lawful Empire’s army to, hopefully, keep order within the common areas where different mons from different empires can trade, buy, sell, met new mons, etc. Mons with this perk will get a plus two (+2) to their Ride checks, from light horses to war horses. As well with the checks, the mons no roll checks when it comes to Ride - Guide with Knees.
1620
1621*The truth and nothing but the truth: Mons with this perk had worked in court rooms as one of the fallowing; security, work under or with judges or court’s reporter/stenographer. The time they spend at worked and learn while at their job give them a rather good idea on how to, somewhat, finds the truth from within the pile of lies that some-pokemon toss at them. Mons will get a plus two (+2) to their Sense Motive – Hunch Check rolls.
1622
1623I fought the law and the law won: Mons with this perk is the common party; the third (3rd) party that justices what the two parties say, going off of what they say, pick whom is in the right in the matter. Mons with this perk will get a plus two (+2) to their Diplomacy checks whenever the pokemon is in trading areas, towns, villages and small towns.
1624
1625*Cannot hide for long: Mons with this perk had been train in how to spot hidden items, or normally search for, forbidden or banned items like carrying poisons from the outside into that are not ordered from the leaders of the area. The mom(s) with this perk will get a get plus two (+2) to their Spot checks against spotter distracted rolls.
1626
1627Clouse your mouth and listen: Mons with this perk had learn how to scan the area, learning many different languages in common areas like inns, shops, gates, etc. Mons had slowly learn bits and pieces of words that other mons of differencing empires, villages, towns, etc., living in the middle of the mixing pot of cultures from the darkness to the holiest. Mons with the perk have a plus two (+2) when it comes to Listen - Pokémon whispering.
1628
1629*I know that you are lying, kid: Mons with this perk ha heard it all from; ‘My friend ate my homework’ to ‘I don’t know how did that got there’. The mons with this perk are rather skilled in the lying area, able to try and find holes in even the best sounding lie there a pokemon can come up with. Mons with this perk gets a plus two (+2) to their Bluff - Delivering a Secret Message and get a plus two (+2) to their Bluff - Display False Alignment.
1630
1631Mons will get a damage-reduced bonus from this benefit to all normal attacks by twenty-five percent (25%), but the skill sub-side if the area is within a heavy war, more than fifty or so mons in one area fighting.
1632
1633This benefit also makes the pokemon twenty-five percent (25%) weaker to only to fighting moves or fighting basic spells. If the pokemon who have this perk is a normal type and gets hit by a normal attack/move, they get a power up for one (1) normal attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a normal attack. However, if the normal type pokemon has not use a ice type by the end of the day, they lose the plus attack bonus by the next day and get their 'I know that you are lying, kid' perk back again.
1634
1635Additional to this reward, the pokemon will have a sub-type of normal to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal type pokemon would get like; being powerful against no types, as well as get a weakness to bug attacks along with their normal weaknesses.
1636
1637(Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1638
163916) Empire of the Superstitions
1640
1641*Let the light show you the way: Mons with this reward had once lived in darken areas, avid of all light as if they would damned to live out their life there. The darkness had own their will to life, to fight, to stay alive. Until a day the light from their Goddess, Zeusm, had force the corrupted fog away from the area and freed her mons.
1642
1643Mons with this perk will get a plus one (+1) to their Spot checks, as well get a smell that’s called ‘Freedom’, allowing the pokemon, (No matter the class), to be able to free their party members. The spell allows them to free the target from paralysis (spell only); Maze (spell only), temporal stasis (spell only) and imprisonment (spell only).
1644
1645*Let me take care of that: Mons with this benefit had gone out of their way, many times, to heal their friends, their family members and even a wild animal that they found in the woods, caves, lakes, etc. The skills they had train for in the need of time likes this comes in handy.
1646
1647Mons with this reward will get a plus two (+2) to their First aid checks, along with their Long-term care checks. Mons with this reward is skilled to the point that their time to First aid heals some-pokemon with their first aid and long-term care.
1648
1649Preparing is the key to a successful adventure: Mons with this benefit had learned from their mistakes and others. The tools one needs that any common adventurer would need like, sleeping beds, food, campfire kit, etc.
1650
1651Mons with this reward will get two (2) times the number of gold, not going past seven-hundred fifty (750) gold that goes for gear, but not other items like weapons or food.
1652
1653Every adventure: Mons with this perk had learn all about the greats adventures throughout the school years that they had tests on, read up about some-pokemon, even talked to a some of the still living heroes. The tales the adventures talk of great monsters that are taller than homes, much more powerful then the warriors in inns or at gates.
1654
1655Mons with this perk will get a plus two (+2) to their Geography (lands, terrain, climate, people) and History (wars, colonies,) whenever the pokemon comes to a landmark or get told that a area is linked to one any given heroes.
1656
1657It is too dark here; turn on a light: Mons with this benefit had learned and trained their eyes to notice things farer within battle, locking onto their foes in an abnormal way. Over the years, they had learned how to disarm someone without injuring them at all.
1658
1659Mons with this benefit is able to set traps and disarm foes from away. They will get a plus two (+2) to their use of a ball and chain weapons; bows, longbows, crossbows; flails when it comes to being able to disarm a trap or foe.
1660
1661*Is not that a shocking turns of events: Mons with this benefit is often seen playing with electricity within their empire, even though some of their members are not electric types. Some of them can be seen working power generators, namely, back-up generator, in the Empire Cyborgs of Eternity. Over time, the mons with this job had learn how to (somewhat) redirect electricity for a short time, from a minute to two minutes before they are unable to do it again.
1662
1663Mons with this benefit is given the power to be able to drain an overly chare engineering things, gears or spells. The pokemon is only able to do this up to three (3) times a day. On that note, the mons is also able to charge up an item, gears or spells. In doing so, the act of draining a things, gears or spells, will give the pokemon one of a few chooses to pick from;
1664
16651) Electric hit: Gets a charge up melee attack to do one (1) power up electricity. A die will be rolled to see what damage it will do after the pokemon rolls for their normal damage after the Armor Class (AC) check(s).
1666
16672) Electric healing: The pokemon is able to drain power from engineering things, gears or spells will be drain of their power, in doing so; the pokemon can use this power to heal them up to, and not surpassing more than fifteen percent (15%) of their told hit points (HP).
1668
16693) Electric defense: The act of draining of engineering things, gears or spells allows the pokemon to charge themselves up and making a shied around themselves that can hurt their foes when strike, dealing one (1) damage to their opponents.
1670
1671Mons will get a damage-reduced bonus from this benefit to all electric attacks by twenty-five percent (25%), but the skill sub-side if the area is within a sandstorm or rocks are falling around.
1672
1673This benefit also makes the pokemon twenty-five percent (25%) weaker to only to ground moves or ground basic spells. If the pokemon who have this perk is a electric type and gets hit by a electric attack/move, they get a power up for one (1) electric attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a normal attack. However, if the electric type pokemon has not use a electric type by the end of the day, they lose the plus attack bonus by the next day and get their 'Is not that a shocking turns of events' perk back again.
1674
1675Additional to this reward, the pokemon will have a sub-type of electric to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal electric type pokemon would get like; being powerful against flying and water types mons, as well as get a weakness to ground attacks along with their normal weaknesses.
1676
1677(Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1678
167917) Empire of the Seventy West Dragons
1680
1681Mother knows best: Mons with this benefit is mothers or work around kids a lot and can spot trouble coming a mile away as most of the kids in their care normally get them in hot water. The motherly love or family love that is like wings covering their kids and protecting them from harm.
1682
1683Mons with this perk shell gets a plus two (+2) to their dodge rolls against incoming attacks from mobs. They will also get a plus three (+3) hit points (HP) whenever one of their party members are done and below zero (0). The added HP will be removed from the pokemon with this perk upon the down, a pokemon that have his, her or hir HP were below zero (0), came above that number.
1684
1685A motherly kiss on the head: Mons with this reward has compassionate hearts and minds when it comes to caring for the elderly and youthful, diminutive to the gigantic. No matter the size, no matter the age; love have no requirements, nor does love have any restrictions when it comes to family members, friends, co-workers or any pokemon one would see walking down the block.
1686
1687Mons with this benefit is able to blow a kiss to their party members, giving them a magical buff that dispel one magical trap spell, only if the damage of the spell trap doesn’t go past their spell resistance against the spell trap’s damage roll.
1688
1689This buff can only be use once every twelve (12) hours a day. The Mon will get a de-buff called ‘The cold shoulder’ that stops the one who were given the buff from reapplying the buff numberless times.
1690
1691Pick them up when they fall down: Motherly mons had enjoyed watching their kids learn how to walk after many try and failures until they have learn how to walk on their own without help from anyone. The enjoyment of seeing their child walks to them, seeing the smile on their face that can light up a room.
1692
1693Mons with this reward has a spell called ‘Get back on your paws’ witch give the taiga pokemon back to life as full hit points (HP) as a free move within one turn and allows the caster to go and use their turn as they see fit.
1694
1695Mons who this spell are use upon will get a de-buff called ‘Tough love’ that prevents the pokemon being able to use that spell to bring themselves back from the dead one each two (2) days at a time before the de-buff is remove and is able to be bring back from the dead again. This de-buff is share with any free move resurrection that have any association with perks that bring back dead mons.
1696
1697*The pain will go away: Sometimes it is painful to see one’s baby falls over and hurt themselves at a young age. It is more painful when they try to learn something on their ours and see them fail at it. As parents, they always fear their kids would hurt themselves while doing something they should be learning to do in life or should not.
1698
1699Mons with this reward is able to use first aid faster than other mons, being able to care a group of mons all at once. Mons will be able to helps stop a blooding pokemon, bring them back up to zero (0), (unconscious) point.
1700
1701*Let us take care of the boo-boo: Mothers and fathers know that kids will get themselves into how water if they are not watches closely most, if not all the time. Kids can easily get themselves into toolboxes, armories, mining tunnels, etc. The common thing that kids get themselves hurt with it bug bites and snakes bites. Most of the animal bites are harmless or it can be easily treatment.
1702
1703Mons with this perk had pack for the worst event that can happen while going out in the world and it’s ways good to care for it then worry about it down the line. Namely, this reward allows the caster to care poisons, of all types, all at once, as long as the caster had knowledge of the poison beforehand.
1704
1705*The fire rage of a mother: Mothers are often known for the fact they will fight to the death for their kids’ safety, even if a city have to fall for them to get to their kids. The raging force of mothers can drive one mom to do crazy things that the mom would not do on any given day.
1706
1707Mons with this perk will goes into in rampage when he last of their party members’ HP falls below zero (0), sending them into a rage filled stat, giving them a plus four (+4) to their damage rolls against living beings. They will give up two (2) points in their dexterity rolls as long that the pokemon is in battle.
1708
1709Mons will get a damage-reduced bonus from this benefit to all dragon attacks by twenty-five percent (25%), but the skill sub-side if the area is within a hailstorm or a blizzard is going on.
1710
1711This benefit also makes the pokemon twenty-five percent (25%) weaker to only to ice moves or ground basic spells. If the pokemon who have this perk is a dragon type and gets hit by a dragon attack/move, they get a power up for one (1) dragon attack in return by point twenty-five (.25), but will not have this skill if they wouldn't use a dragon attack. However, if the dragon type pokemon has not use a dragon type by the end of the day, they lose the plus attack bonus by the next day and get their 'The fire rage of a mother' perk back again.
1712
1713Additional to this reward, the pokemon will have a sub-type of dragon to them with this perquisite, in and outside of battles. Mons with this perquisite will get any other factors that a normal dragon type pokemon would get like; being powerful against dragon types mons, as well as get a weakness to dragon and ice attacks along with their normal weaknesses.
1714
1715(Note: You are able to pick a sub type, or a third (3rd) type to themselves, but are unable to pick fourth (4th) subtype, but the pokemon is able to trade in one of the main deal types to pick a new type.)
1716
1717Groups of feats
1718
1719Feats within this game aren’t like the passive perks, those may take part into a battle to be able to heal oneself, heal their party members or hurt their foes within battle. Feats takes up a move action within a turn and give up their attack move as well in fever of using a feat. The feats below may or may not take more than one turn to fully use its action then a normal attack or a pokemon attack.
1720
1721Oral vore
1722
1723Swallow Whole- Same as normal monster feat.
1724
1725Expanded Stomach 1 - Your stomach, due to training, is able to accept larger prey. You can now hold up to two preys inside you of the same size category. (Requires Swallow Whole)
1726
1727Expanded Stomach 2 - Intense training, and many prey gurgled away later, your stomach can now stretch immensely. You can now hold up to two preys inside of you of one size category larger than you, and four preys inside of you that is the same size category as you. (Requires Expanded Stomach 1)
1728
1729Expanded Stomach 3 - The bigger they are, the better the meal they make. You can now hold two preys inside of you that are two size categories larger than you, four-prey one size category larger than you, and eight preys the same size category larger than you. (Requires Expanded Stomach 2)
1730
1731Through the Back Door - Just because you are not facing them, does not mean you cannot hold them. You can now anal vore an opponent. Vored opponents use the size of your stomach to determine how full it is. To anal vore an opponent, they must be behind you. (Requires Swallow Whole)
1732
1733Swoop and Swallow - You no longer require a grapple check to swallow an opponent. Once you have an opponent grappled, you are able to swallow them as a free action. Additionally, if you are a flying or dragon type, and in the air, you can make a vore attempt as a regular attack in a turn. (Base Attack Bonus is added to this attack) If successful, the opponent is vored, unbirthed, or cock vored. (Must have the required feats to unbirth or cock vore an opponent) (Requires Swallow Whole)
1734
1735From Below - You can now make a pin attempt with a normal attack (Weapon attack and Base Attack bonus added) if successful, the opponent is pinned. Additionally, if you are a ground-type Pokémon, and burrowed underground, you no longer need to make a pin attempt to vore, cock vore, or unbirth an opponent standing on the ground. (Must have the required feats to unbirth or cock vore an opponent) (Requires Swallow Whole)
1736
1737Fast Breakdown 1 - Your juices become much more potent, able to break down prey faster. Digesting prey now take additional acid damage in your gut each turn equivalent to your Base Attack Bonus, rounded down. (Requires Swallow Whole)
1738
1739Fast breakdown 2 - Your juices are able to dissolve even the toughest prey. Digesting Prey now take additional acid damage equivalent to your base attack bonus. (Requires Fast Breakdown 1)
1740
1741Fast Breakdown 3 - Your juices are able to break down steel. Digesting prey now takes additional acid damage equal to your one and half times your Base Attack Bonus, rounded up. (Requires Fast Breakdown 2)
1742
1743Iron Stomach - The insides of your stomach become more resilient. Taking this feat adds 1 AC to your stomach. This feat can be taken multiple times. The effects stack. (Requires Swallow Whole)
1744
1745Healing Stomach - Not all prey are enemies. With this feat, you are able to heal prey inside of you each turn. Roll as you normally would for acid damage, and subtract half, rounding down. This amount is added to the prey's HP as healing.
1746
1747Tail vore
1748
1749An Extra Mouth - The character's tail grows a maw or opening that allows prey to be taken in by the tail. The Swallow Whole feat can be used on an enemy behind the character. Prey tail vored is pulled into the stomach, and uses all stomach-related feats (e.g. Iron Stomach) (Requires: Swallow Whole, Pokemon with a tail)
1750
1751Unexpected Maw - The character's maw becomes hidden. When making a tail vore attempt, the predator goes against the prey's touch AC instead of a grapple modifier. If successful, the prey is pulled into the stomach. All further escape attempts are grapple checks. (Requires: An Extra Mouth)
1752
1753Tail Flexibility - When making a tail vore attempt, you gain plus one (+1) to your grapple, or to your touch attack [If you have Unexpected Maw]. This feat can be taken up to three times, each time gaining an additional plus one (+1). (Requires: An Extra Mouth)
1754
1755Tail Slam - When prey is successfully vored, instead of pulling them into the stomach, you may hold them in your tail. Each turn, as a free action, if you have prey in your tail, you may thrash your tail around, allowing you to attack the prey inside. The prey takes 1d4 damage, plus your strength modifier. If you have multiple attacks, you can attack multiple times (Requires: An Extra Mouth)
1756
1757Unbirthing
1758
1759Motherhood - This feat enables you to pull prey into your womb. The PC's womb is able to hold two (2) creatures of the same size category, four (4) creatures of a size category smaller, and eight (8) creatures of two size categories smaller, and so forth. Prey in the womb will take 1d4 bludeoning damage from the strong muscles around them, plus strength modifier. If they prey makes an escape attempt and fails, the next turn they will take 1d6 bludeoning damage due to the spasming muscles and pleasure the escape attempt made. Prey that reaches -30HP in the womb is reduced to juices. (Requires: Female gender, Herm gender)
1760
1761Born Breeder - This feat increases the capacity of the character's womb, allowing them to pull in prey larger than they are. The womb is now able to hold two prey of a size category larger than the predator, 4 prey the same size as the predator, 8 prey a size category smaller than the predator, and so on. As well, the amount of eggs the character can hold is increased. Taking this feat multiple times further increases the capacity of the womb. (Requires: Motherhood OR Breeder)
1762
1763Strengthened Womb - The feat increases the damage done to prey in the womb. Characters with this feat now do 1d6 damage to prey in the womb (plus STR modifier), and 1d8 damage on a failed escape attempt (plus STR modifier). This feat may be taken multiple times, each time adding an additional D6 (or D8 for failed attempts) to damage. (Requires Motherhood)
1764
1765Resistant Womb - This feat gives a +1 bonus to resisting an escape attempt from the womb. This feat may be taken up to three times, each additional time giving an additional plus one (+1).
1766
1767Caring Mother - This feat allows unbirthed prey to be healed instead of damaged. When choosing to heal, roll as if you are going to do damage, and divide by two the result, rounding up. They prey is healed for that amount. In addition, if prey reaches -30HP in the womb, instead of being reduced to juices, they can be turned into an egg one size category smaller than the predator.
1768
1769Overnight Stay - This feat allows a predator to hold prey inside of them without any harm coming to the prey. In addition, prey will receive the following in them remain inside the predator for a full 24 hours (Requires Swallow Whole):
1770
1771Stomach – Temporary plus one (+1), to AC, due to becoming resistant from acids. This effect lasts 24 hours.
1772
1773Womb - Temporary Fast healing one (1), due to the regenerative properties of the womb. This effect lasts 24 hours.
1774
1775Cock - Temporary +2 boost to any skill requiring CHA, due to phermones coating the prey's body. This effect lasts 24 hours.
1776
1777Breeder - This feat causes the character, whether they like it or not, to create one egg per day a size category smaller than them. The character is able to hold up to a maximum of four eggs inside of them. If there is no more room for an additional egg, the character is forced to lay however many they need to make room for the next batch. An egg can be eaten to restore 1d6 points of health, plus the character's CON modifier. This feat may be taken multiple times, each time causing the character to create an additional egg per day. Eggs will expire in a week, and must be used before then. (Requires: Female gender, Herm gender)
1778
1779Milking
1780
1781Farmer - This feat causes a character to start producing milk. Each day, the character produces enough milk to fill an average-sized bottle. Each bottle of milk is able to heal 1d10 damage, plus the character's CON modifier. A character can hold up to four bottles worth of milk within themselves. If a day passes and a character is at this four-bottle limit, no more milk is made until the character is milked. A character does not have to milk into a bottle either; it can be drank straight from the source. In this case, a character can drink one bottle's worth of milk in one round of combat. Milk in a bottle expires after one day, and must be used before then. This feat can be taken multiple times, each time allowing the character to produce an additional bottle of milk a day. (Requires: Female gender, Herm gender)
1782
1783Born Farmer - This feat doubles the capacity of milk that a character can hold. As well, the character's breast or udder size grows accordingly. (Requires: Farmer)
1784
1785
1786List of pokemon attacks
1787
1788In this game, the PCs will be able to use their pokemon attacks from five times a day to once a week and even once a month attacks. Mon attacks can help them in battles, help them in trying to find someone they need to get or help them find a PC get to somewhere faster. Now, mon attacks have drawbacks, given, and will be given reasons why some attacks are classed weekly or longer, and some are use more often.
1789
1790Some attacks may or may not be given more damage when used along with items like an electric attack getting more damage when used together with a rod or pole. On the flip side of the coin, a gear may weaken an attack to the point that it would be a better idea to attack the foe with a wet noodle then a mon attack like; an electric attack being weaken when used in conjunction with a shield.
1791
1792There’s many different kind of mon attacks the ranges from ranges attacks to melee, to area of effect (Or just ‘AoE’ for short), to healing attacks that heal stats on mons and give stats like burn or poison. Some of the AoE attacks will help PCs doge attacks, make the area around them weaker to their attacks, or turn the tables on the foes within a losing battle.
1793
1794DCs for moves will change the more the pokemon levels up. A higher DC will be for a higher-leveled pokemon, and a lower DC for lower-leveled pokemon.
1795
1796DC = 10+ (1/2 * Level) +stat mod
1797
1798For example, Thunder-shock would run off of INT for a pokemon move. A pokemon with a stat mon for their Int of two
1799
1800DC = 10+ (1/2*2) +2 = 13 – DC of 13
1801DC = 10+ (1/2*7) +4 = 17.5 (round down to) 18 – DC of 18
1802
1803In any event when there’s a number after the point, round down to the nearest number, even if the number is greater than six.
1804
1805Major status ailment
1806
1807Burn - Take 1d4 damage every turn, STR decreased by half for damage calculation.
1808Sleep - Cannot take an action until woken up by a teammate, or hit with an attack.
1809Poison - Take 1d6 damage every turn.
1810Paralysis - Roll Percentile die. If 1-25, cannot take an action that turn. Initiative reduced by half.
1811Freeze - Roll percentile die. If 1-10, you thaw. Cannot take an action until thawed or hit by a fire-type attack.
1812
1813Minor status ailment
1814
1815Confusion - Roll percentile die. If 1-50, attack yourself. Otherwise, complete turn normally.
1816
1817Physical moves are STR, ranged moves are INT, and stat-altering moves are WIS.
1818
1819---
1820
1821 The weakest set of moves
1822
1823Weak attacks – Attacks within this list are weak, as in, they do little to no damage at all to the foe. Attacks ranges from somewhat useful to useless and only should be used when my weapons are useless. The PC is able to learn those moves if the PC has move set that have those moves for starters. Moves within this list are able to be used about six times a day and no more.
1824
1825---
1826
1827A Pokemon move that just do normal attack and doesn’t do much else within battle is listed below.
1828
1829Aqua Jet
1830Bullet Punch
1831Double Kick
1832Dragon Rage
1833Echoed Voice
1834Fake Out
1835False Swipe
1836Feint
1837Frost Breath
1838Fury Cutter
1839Gust
1840Ice Shard
1841Incinerate
1842Mach Punch
1843Pay Day
1844Peck
1845Pound
1846Pursuit
1847Quick Attack
1848Rage
1849Scratch
1850Shadow Sneak
1851Snore
1852Sonic Boom
1853Storm Throw
1854Twister
1855Vacuum Wave
1856Vine Whip
1857Water Gun
1858
1859Moves that doesn’t do much but a weak attack and maybe remove an item and buy the user a turn. The use of the movies below can only do the moves below once every five turns of the user.
1860
1861Knock Off
1862Rapid Spin
1863Thief
1864
1865
1866Moves that ask request each hit to be rolled for, with each hit the DC goes up by 5, upon failure of a roll, the trap or the foe getting hit is freed.
1867
1868Arm Thrust
1869Barrage
1870Bind
1871Bone Rush
1872Bullet Seed
1873Clamp
1874Comet Punch
1875Constrict
1876Double Hit
1877Double Slap
1878Dual Chop
1879Fire Spin
1880Fury Attack
1881Fury Swipes
1882Ice Ball
1883Icicle Spear
1884Pin Missile
1885Rock Blast
1886Rollout
1887Sand Tomb
1888Spike Cannon
1889Tail Slap
1890Triple Kick
1891Whirlpool
1892Wrap
1893
1894Moves that request the PC to roll to see if their hit(s) will give a major status ailment; Poison, Burned, Sleep, Frozen or Paralysis, to be able to give the foe one of the stat with the attack below.
1895
1896Ember
1897Lick
1898Poison Sting
1899Powder Snow
1900Rock Smash
1901Smog
1902Thunder Shock
1903Twin-needle
1904
1905Mon attacks on the list below plays off the PC’s stats, dealing variable damage depending on the stat modifications of the PC. The Pc’s power increases by 20 for each stat boost the user has, and does not decrease in power due to stat drops below 0.
1906
1907Stored Power
1908
1909Mon attacks in the listing affiants their foes’, their party members’ and/or themselves stats within battle. The moves below can only be done once for each battle.
1910
1911Acid
1912Acid Spray
1913Astonish
1914Bubble
1915Mud-Slap
1916Struggle Bug
1917
1918Mon attacks that take live from foes, like Leech Life, and give it to the user. But in this case, the hit points will be share to all party members of the party. The hit points token from the foe are divide with the party members, like; four members will get 1 HP from the leech life move that took 8 HP from a foe.
1919
1920Absorb
1921Leech Life
1922Mega Drain
1923
1924---
1925
1926 Somewhat better then common attacks
1927
1928Mon attacks of this listing are a bit more powerful then the lists above. Each of these attacks has their drawbacks and perks for each attack, like the lists from before. The PC is able to learn those moves if the PC has move set that have those moves for starters. Moves within the list can be use about five times a day.
1929
1930---
1931
1932A Pokemon move that just do normal attack and doesn’t do anything else within battle is listed below. The DC of the roll attacks are normal attack rolls, much like when a PC used a weapon in battle.
1933
1934Acrobatics
1935Aerial Ace
1936Air Cutter
1937Avalanche
1938Bite
1939Bone Club
1940Brine
1941Circle Throw
1942Cut
1943Dragon Tail
1944Faint Attack
1945Flame Wheel
1946Heart Stamp
1947Horn Attack
1948Karate Chop
1949Magical Leaf
1950Magnet Bomb
1951Needle Arm
1952Razor Leaf
1953Rock Throw
1954Rolling Kick
1955Round
1956Shadow Punch
1957Shock Wave
1958Steamroller
1959Stomp
1960Struggle
1961Tackle
1962Vice Grip
1963Weather Ball
1964Wing Attack
1965
1966Moves that doesn’t do much but a weak attack and maybe remove/use an item and buy the user a turn. The use of the movies below can only do the moves below once every five turns of the user.
1967
1968Bug Bite
1969Covet
1970Pluck
1971
1972Moves that ask request each hit to be rolled for, with each hit the DC goes up by 5, upon failure of a roll, the trap or the foe getting hit is freed.
1973
1974Bone-merang
1975Gear Grind
1976
1977Moves that request the PC to roll to see if their hit(s) will give a major status ailment; Poison, Burned, Sleep, Frozen or Paralysis, to be able to give the foe one of the stat with the attack below.
1978
1979Dragon Breath
1980Fire Fang
1981Flame Wheel
1982Force Palm
1983Ice Fang
1984Icy Wind
1985Poison Fang
1986Poison Tail
1987Sludge
1988Thunder Fang
1989
1990Mon attacks in the listing affiants their foes’, their party members’ and/or themselves stats within battle. The moves below can only be done once for each battle.
1991
1992Ancient Power
1993Aurora Beam
1994Bubble Beam
1995Bulldoze
1996Charge Beam
1997Clear Smog
1998Electroweb
1999Flame Charge
2000Glaciate
2001Leaf Tornado
2002Low Sweep
2003Metal Claw
2004Mirror Shot
2005Mud Bomb
2006Mud Shot
2007Octazooka
2008Ominous Wind
2009Rock Tomb
2010Silver Wind
2011Snarl
2012Spark
2013
2014Mon attacks that can be mix with others and make better attacks with unknown outcomes. The moves within this list will do different things when they are used before or faster another attack within this list.
2015
2016Fire Pledge
2017Grass Pledge
2018Water Pledge
2019
2020Attacks that’s affected by a major status ailment; (Poison, Burned, Sleep, Frozen or Paralysis), or had already been attacked in that one turn and that attack will be double the damage, but can only be used once every nine turns.
2021
2022Assurance – When attack
2023Hex –Any status ailments
2024Payback – When attacked
2025Revenge –When attacked
2026Smelling Salt –Only Paralysis
2027Veno-shock – Only poison
2028Wake-Up Slap –Only sleep
2029
2030Attacks that can hit another being after a mon had used moves like ‘Fly’, but are generally just a normal attack that’s just able to be hit in some events.
2031
2032Smack Down
2033
2034Moves within this list are somewhat, but not truly a status ailment when it comes to battles. This status is called ‘Confusing’. That status will not overwrite one of the major status ailments; (Poison, Burned, Sleep, Frozen or Paralysis), nor does it black the NPC from getting one of them. The major and minor status ailment can work together.
2035
2036Chatter
2037Confusion
2038Psy-beam
2039Water Pulse
2040
2041Moves that take two turns to use, like one turn to chare up the attack and the next attack or the other way around – the attack comes first then they have to chare themselves up to go back to their normal attacks. Moves within this list are changed to have to wait one turn before using that attack, in doing so, they give up the remaining of their turn, meaning, they are unable to doge, use items or anything else.
2042
2043Sky Drop
2044
2045---
2046
2047 Set of moves that take some time to use
2048
2049The listing below of attacks has much more power to them then the other, smaller attacks. Those attacks can only be done about four to three days due to their power; the PC will have to take some time to chare themselves up, in a way. The PC will be unable to use that move again and will be unable to do it when their body feels like it isn’t ready to use that move again. The PC is able to learn about five of those moves if the mon move set have those moves for starters. The PC is able to learn those moves if the PC has move set that have those moves for starters.
2050
2051---
2052
2053A Pokemon move that just do normal attack and doesn’t do anything else within battle is listed below. The DC of the roll attacks are normal attack rolls, much like when a PC used a weapon in battle.
2054
2055Air Slash
2056Aqua Tail
2057Attack Order
2058Aura Sphere
2059Brick Break
2060Chip Away
2061Crab hammer
2062Crunch
2063Dark Pulse
2064Discharge
2065Dragon Claw
2066Dragon Pulse
2067Drill Peck
2068Drill Run
2069Extrasensory
2070Extreme Speed
2071Flame Burst
2072Head butt
2073Hyper Fang
2074Icicle Crash
2075Iron Head
2076Mega Punch
2077Night Slash
2078Power Gem
2079Present
2080Psycho Cut
2081Psy-wave
2082Retaliate
2083Rock Slide
2084Sacred Sword
2085Secret Power
2086Seed Bomb
2087Shadow Claw
2088Slam
2089Slash
2090Strength
2091Sucker Punch
2092Super Fang
2093Surf
2094Synchronies
2095Techno Blast
2096U-turn
2097Vital Throw
2098Volt Switch
2099Waterfall
2100X-Scissor
2101Zen Head butt
2102
2103Moves that ask request each hit to be rolled for, with each hit the DC goes up by 5, upon failure of a roll, the trap or the foe getting hit is freed.
2104
2105Tri Attack
2106
2107Moves that request the PC to roll to see if their hit(s) will give a major status ailment; Poison, Burned, Sleep, Frozen or Paralysis, to be able to give the foe one of the stat with the attack below.
2108
2109Grass Whistle
2110Blaze Kick
2111Body Slam
2112Cross Poison
2113Fire Punch
2114Flamethrower
2115Ice Beam
2116Ice Punch
2117Lava Plume
2118Poison Jab
2119Relic Song
2120Scald
2121Thunder Punch
2122
2123Mon attacks on the list below plays off the PC’s stats, dealing variable damage depending on the stat modifications of the PC. The Pc’s power increases by 20 for each stat boost the user has, and does not decrease in power due to stat drops below 0.
2124
2125Secret Sword
2126
2127Mon attacks in the listing affiants their foes’, their party members’ and/or themselves stats within battle. The moves below can only be done once for each battle.
2128
2129Bug Buzz
2130Crush Claw
2131Earth Power
2132Energy Ball
2133Fiery Dance
2134Flash Cannon
2135Luster Purge
2136Mist Ball
2137Muddy Water
2138Night Daze
2139Psy-shock
2140Razor Shell
2141Shadow Ball
2142Steel Wing
2143
2144Attacks that take hit points from foes, like Leech Life, and give it to the user. But in this case, the hit points will be share to all party members of the party. The hit points token from the foe are divide with the party members, like; four members will get 1 HP from the leech life move that took 8 HP from a foe.
2145
2146Drain Punch
2147Giga Drain
2148Horn Leech
2149
2150Attacks that’s affected by a major status ailment; (Poison, Burned, Sleep, Frozen or Paralysis), or had already been attacked in that one turn and that attack will be double the damage, but can only be used once every nine turns.
2151
2152Façade – Works on Poison, Burned or Paralysis
2153
2154Attacks that can hit another being after a mon had used moves like ‘Fly’, but are generally just a normal attack that’s just able to be hit in some events.
2155
2156Sky Uppercut
2157
2158Moves within this list are somewhat, but not truly a status ailment when it comes to battles. This status is called ‘Confusing’. That status will not overwrite one of the major status ailments; (Poison, Burned, Sleep, Frozen or Paralysis), nor does it black the NPC from getting one of them. The major and minor status ailment can work together.
2159
2160Dizzy Punch
2161Rock Climb
2162Signal Beam
2163
2164Moves that take two turns to use, like one turn to chare up the attack and the next attack or the other way around – the attack comes first then they have to chare themselves up to go back to their normal attacks. Moves within this list are changed to have to wait one turn before using that attack, in doing so, they give up the remaining of their turn, meaning, they are unable to doge, use items or anything else.
2165
2166Bounce
2167Dig
2168Dive
2169Fly
2170Razor Wind
2171
2172Moves within this list are more aim to going to the edge when it comes to battling, willing to give up everything as the move gives the user damage as well. The users who use the moves will take about 25% of the damage given to their foe.
2173
2174Submission
2175Take Down
2176Wild Charge
2177
2178---
2179
2180Little better then weak attacks
2181
2182Moves within the listing below are very powerful and use a lot of power to use even one attack as they are normally take time to chare up themselves for the attack. It takes time to be able to use the moves again; it takes about one month to be able to use the attack again. But a PC is allowed to get, at max., of two of those moves at any given time. It takes about five days to master, each day have to be rolled for to see if the PC’s training works or fail. The PC is able to learn those moves if the PC has move set that have those moves for starters.
2183
2184---
2185
2186A Pokemon move that just do normal attack and doesn’t do anything else within battle is listed below. The DC of the roll attacks are normal attack rolls, much like when a PC used a weapon in battle.
2187
2188Aero blast
2189Cross Chop
2190Dragon Rush
2191Dynamic Punch
2192Egg Bomb
2193Fusion Bolt
2194Fusion Flare
2195Future Sight
2196Judgment
2197Spacial Rend
2198Stone Edge
2199
2200Moves that request the PC to roll to see if their hit(s) will give a major status ailment; Poison, Burned, Sleep, Frozen or Paralysis, to be able to give the foe one of the stat with the attack below.
2201
2202Hammer Arm
2203Heat Wave
2204Inferno
2205Sacred Fire
2206Searing Shot
2207
2208Mon attacks on the list below plays off the PC’s stats, dealing variable damage depending on the stat modifications of the PC. The Pc’s power increases by 20 for each stat boost the user has, and does not decrease in power due to stat drops below 0.
2209
2210Hammer Arm
2211Iron Tail
2212Meteor Mash
2213Psy-strike
2214
2215Attacks that take hit points from foes, like Leech Life, and give it to the user. But in this case, the hit points will be share to all party members of the party. The hit points token from the foe are divide with the party members, like; four members will get 1 HP from the leech life move that took 8 HP from a foe.
2216
2217Dream Eater
2218
2219Attacks that can hit another being after a mon had used moves like ‘Fly’, but are generally just a normal attack that’s just able to be hit in some events.
2220
2221Jump Kick
2222
2223Moves within this list are more aim to going to the edge when it comes to battling, willing to give up everything as the move gives the user damage as well. The users who use the moves will take about 25% of the damage given to their foe.
2224
2225Skull Bash
2226
2227---
2228
2229Somewhat powerful moves
2230
2231Most within the following list is rarely used, only used by masters or seen rarely. The Mon attacks can take up to about two to three months for the power within them to ‘unlock’ the attack for them to use. The mons that can use the moves below may only have one of them at any given time.
2232
2233---
2234
2235A Pokemon move that just do normal attack and doesn’t do anything else within battle is listed below. The DC of the roll attacks are normal attack rolls, much like when a PC used a weapon in battle.
2236
2237Hydro Pump
2238Last Resort
2239Mega horn
2240Mega Kick
2241Power Whip
2242
2243Moves that ask request each hit to be rolled for, with each hit the DC goes up by 5 upon failure of a roll, the trap or the foe getting hit is freed.
2244
2245Magma Storm
2246Outrage
2247Petal Dance
2248Thrash
2249
2250Moves that request the PC to roll to see if their hit(s) will give a major status ailment; Poison, Burned, Sleep, Frozen or Paralysis.
2251
2252Blue Flare
2253Bolt Strike
2254Fire Blast
2255Freeze Shock
2256Gunk Shot
2257Ice Burn
2258Thunder
2259Zap Cannon
2260
2261Mon attacks in the listing affiants their foes’, their party members’ and/or themselves stats within battle. The moves below can only be done once for each battle.
2262
2263Blizzard
2264Close Combat
2265Draco Meteor
2266Focus Blast
2267Leaf Storm
2268Overheat
2269Psycho Boost
2270Seed Flare
2271Superpower
2272
2273Attacks that can hit another being after a mon had used moves like ‘Fly’, but are generally just a normal attack that’s just able to be hit in some events.
2274
2275Hi Jump Kick
2276
2277Moves within this list are somewhat, but not truly a status ailment when it comes to battles. This status is called ‘Confusing’. That status will not overwrite one of the major status ailments; (Poison, Burned, Sleep, Frozen or Paralysis), nor does it black the NPC from getting one of them. The major and minor status ailment can work together.
2278
2279Hurricane
2280
2281Moves that take two turns to use, like one turn to chare up the attack and the next attack or the other way around – the attack comes first then they have to chare themselves up to go back to their normal attacks. Moves within this list are changed to have to wait one turn before using that attack, in doing so, they give up the remaining of their turn, meaning, they are unable to doge, use items or anything else.
2282
2283Blast Burn
2284Doom Desire
2285Focus Punch
2286Frenzy Plant
2287Giga Impact
2288Hydro Cannon
2289Hyper Beam
2290Roar of Time
2291Shadow Force
2292Sky Attack
2293Solar Beam
2294
2295Moves within this list are more aim to going to the edge when it comes to battling, willing to give up everything as the move gives the user damage as well. The users who use the moves will take about 25% of the damage given to their foe.
2296
2297Brave Bird
2298Double-Edge
2299Flare Blitz
2300Head Charge
2301Head Smash
2302Rock Wrecker
2303V-create
2304Volt Tackle
2305Wood Hammer
2306
2307---
2308
2309Powerful moves
2310
2311Moves that are within the list below plays off stats that depend upon the user’s and foe’s turns and load of loot, the attack power will be different when some events are met. Some events may change a weak user to a power user in one turn or take down a whole party from a foe attack. The attacks below are only used every three weeks, and the user is allowed only two of those attacks at any given time.
2312
2313----
2314
2315Moves that plays off the foe’s and user’s weight, namely, the attacks below be more powerful if the user is heavier than their foe is. The greater the different is the move damage they can do. This move only takes into account the user’s load of their items, gear, weapons, food, etc, rather than their body weight.
2316
2317Grass Knot
2318Gyro Ball
2319Heat Crash
2320Heavy Slam
2321
2322Target's Weight ---- Power
23230.1 - 66.14lbs ---- 120% – Powerful –Once every three months
232466.14 - 82.7lbs ---- 100% – Powerful – Once every three months
232582.7 - 110.1lbs ---- 80% – Somewhat powerful – Once a week
2326110.1 - 165.4lbs ---- 60% – So-so good – Once every three days
2327165.4lbs or more ---- 40% – Weak attack – One a day
2328
2329Moves that play off whoever moves for each turn, namely, what number each rolls that pick who get to move first, second, third, so on. The moves themselves become more powerful if the user gets to move first before their foes and becomes much weaker when the use goes last.
2330
2331Electro Ball
2332
2333Turn order ---- Power
2334First ---- 150% – Powerful –Once every three months
2335Second ---- 120% – Powerful –Once every three months
2336Third ----- 80% – Somewhat powerful – Once a week
2337Fourth and so on ----- 60%– So-so good – Once every three days
2338
2339---
2340
2341 AoE moves
2342
2343Moves within the listing below are Area of Effect or AoE for short. Those are moves that may hinder or help the user, the party or the foes within battle or out of battle. Each of those moves can only be used once for every week when the user picks to use one of the moves. Any use that is able to use the attacks will be allowed to turn the table.
2344
2345---
2346
2347Moves within this list will help the user’s party’s stats, their own stats, may give their party members help with lowing the damage when hit or help another party member in another way. Moves that lower the foe’s stats without hurting them will be listed below. They will be able to get the perk from the moves themselves, but the moves within the list are only able to use them once for every three day.
2348
2349Acupressure
2350Ally Switch
2351Autotomize
2352Bulk Up
2353Calm Mind
2354Captivate
2355Coil
2356Cosmic Power
2357Cotton Guard
2358Defend Order
2359Defog
2360Dragon Dance
2361Fake Tears
2362Feather Dance
2363Growl
2364Growth
2365Guard Split
2366Hone Claws
2367Howl
2368Iron Defense
2369Leer
2370Metal Sound
2371Nasty Plot
2372Power Split
2373Quick Guard
2374Quiver Dance
2375Rock Polish
2376Sand-Attack
2377Shell Smash
2378Shift Gear
2379Swords Dance
2380Tail Glow
2381Tail Whip
2382Tailwind
2383Teeter Dance
2384Telekinesis
2385Tickle
2386Trick Room
2387Wide Guard
2388Wonder Room
2389Work Up
2390
2391Moves within the listing below will help the user, the user’s party members or a random NPC that help heals the target up to, and not going past, 40% of the target’s max HP. The Moves can only be used once a day so it should be used when all else fails.
2392
2393Aqua Ring
2394Aromatherapy
2395Heal Order
2396Heal Pulse
2397Ingrain
2398Milk Drink
2399Moonlight
2400Morning Sun
2401Roost
2402Slack Off
2403Synthesis
2404Wish
2405
2406Moves below are moves is AoE attacks, they may or may not hurt the user, user’s party members or their foes. When the moves are used, the user has to roll for how many turns it will day before it ends. For each roll, the DC for it will go up by one, and have a max of six.
2407
2408Hail
2409Mist
2410Rain Dance
2411Sunny Day
2412
2413Item listing
2414
2415Items in this game are extremely important that all PCs will use on whatever job they have to keep themselves safe, give them a warm fire to sleep around, food to eat, etc. Items that are place in the bags, which may or is not carried due to the weight of the total weight one can hold at any given time. When one gets to the maximum limit to what they can carry, they are unable to do some of their rolls like, Dodge; Escape Artist; Tumble; Balance; Climb; Jump, and Swim checks. It is very important that PCs who wish to carry more in their bags and not get a handicap must level up their Strength stats. However, there are a few items that will make one PC’s bag load comes down to zero, regardless of what they are holding.
2416
2417Now, items in this game have weight and each of those items will push the PC’s limit of whatever they can hold to their max. The circumstances that determines whether a PC is able to carry more or less truly depends whatever on stats, size and shape (being a pokemon or morph) of the PC. The main condition, out of them all, is the strength that a PC allowed to pick up. The reasoning behind it is that; the more strength that one has in their strength stat, the more things they can hold. Like a body builder trainer their body to life heavier things.
2418
2419Now, with the factor, (other thing being strength), is the size factor and body type, (shape). Another difference between mons and morphs is that the mons will be able to carry bigger loads then their morphs brothers and sisters because they have a stronger back than the morphs for one reason or another. Items, even the gear when worn, will go to how much they will be able to wear at any given time.
2420
2421A PC can lift as much as his or her maximum load over his, her or hir head. A PC can lift as much as double their maximum load off the ground, but they can only stagger around with it. While overloaded in this way, the PC loses any Dexterity bonus to AC and can move only five (5) feet per round (as a full-round action).
2422
2423A PC can generally push or drag along the ground as much as five (5) times their maximum load. Favorable conditions can double these numbers, (like pushing a load down a hill), and bad circumstances can reduce them to one-half or less, (like pushing said load up a hill).
2424
2425To determine whether a PC’s gear is heavy, enough to slow him, her or hir down more than the armor already does that, total the weight of all the PC's items, including armor, weapons, and gear. Compare this total to the PC's Strength on table below. Depending on how the weight compares to the character’s carrying capacity, he, she or hir may be carrying a light, medium, or heavy load. Like armor, a PC's load affects his, her or hir maximum Dexterity bonus to AC, carries a check penalty (which works like an armor check penalty), reduces the PC’s speed, and affects how fast the PC can run, as shown on the table below. A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does not encumber a character.
2426
2427If a PC is wearing armor, use the worse figure (from armor or from load) for each category. Do not stack the penalties.
2428
2429The figures on table below are for Medium bipedal morphs. A larger bipedal morph can carry more weight depending on its size category, as follows: Large two times, Huge four times, Gargantuan eight times, Colossal sixteen times. A smaller morph can carry less weight depending on their size category, as follows: Small times three-fourth, Tiny times one haft, Diminutive times one-fourth, Fine times one-eighth.
2430
2431Quadrupeds can carry heavier loads than PCs can. Instead of the multipliers given above, multiply the value corresponding to the pokemon’s Strength score appropriate modifier, as follows: Diminutive times one-fourth, Tiny times one-haft, Small times three-fourth, Fine times one, Medium times one and one haft, Large times three, Huge times six, Gargantuan times twelve, Colossal times twenty-four.
2432
2433A Pc's armor defines his, her or hir maximum Dexterity bonus to AC, armor check penalty, speed, and running speed. Unless your PC is weak or carrying a lot of gear, that’s all you need to know. The extra gear one's PC carries won’t slow him, her or hir down any more than the armor already does.
2434
2435If a PC is weak or carrying a lot of gear, however, then you’ll need to calculate encumbrance by weight. Doing so is most important when your PC is trying to carry some heavy object.
2436
2437For Strength scores not shown on the table below, find the Strength score between twenty and twenty-nine that has the same number in the "ones" digit as the creature’s Strength score does and multiply the numbers in that for by four for every ten points the creature’s strength is above the score for that row.
2438
2439(Species name); quadruped/bipedal multipliers, times Strength Score, times Size multipliers equals what a PC is able to hold with a light, medium and heavy loads.
2440
2441Example one
2442
2443Pikachu; quadruped (two), times Strength Score (three), times Tiny (one haft) equals three
2444
2445Example two
2446
2447Pikachu; (2x3) /.5 = 3
2448
2449Example three
2450Pikachu; quadruped (two), times Strength Score (ten), times Tiny (one haft) equals ten
2451
2452Example four
2453
2454Pikachu; bipedal (one), times Strength Score (Nine), times Tiny (one- haft) equals four point five (round up to five for the strength score)
2455
2456Pikachu; bipedal (one), times Strength Score (Nine), times Large (two) equals eighteen
2457
2458Size chart
2459
2460Strength Score --- Light Load --- Medium Load --- Heavy Load
2461One ---- 4lbs or fewer ---- 5lbs to 8lbs ---- 9lbs to 12lbs
2462Two ---- 8lbs or fewer ---- 9lbs to 14lbs --- 15lbs to 24lbs
2463Three ---- 10lbs or fewer ---- 11lbs to 19lbs ---- 20lbs to 30lbs
2464Four ---- 14lbs or fewer ---- 15lbs to 22lbs ---- 23lbs to 42lbs
2465Five ---- 18lbs or fewer ---- 19lbs to 31lbs ---- 32lbs to 52lbs
2466Six ---- 21lbs or fewer ---- 22lbs to 43lbs ---- 44lbs to 63lbs
2467Seven ---- 24lbs or fewer ---- 25lbs to 48lbs --- 49lbs to 72lbs
2468Eight ---- 28lbs or fewer ---- 29lbs to 48lbs ---- 49lbs to 84lbs
2469Nine ---- 30lbs or fewer ---- 31lbs to 52lbs ---- 53lbs to 90lbs
2470Ten ---- 34lbs or fewer ---- 35lbs to 70lbs ---- 71lbs to 102lbs
2471Eleven ---- 38lbs or fewer ---- 39lbs or 72lbs ---- 73lbs to 114lbs
2472Twelve ---- 40lbs or fewer ---- 41lbs to 85lbs ---- 86lbs to 120lbs
2473Thirteen ---- 48lbs or fewer ---- 49lbs to 101lbs ---- 102lbs 144lbs
2474Fourteen ---- 56lbs or fewer ---- 57lbs to 131lbs ---- 132lbs to 168lbs
2475Fifteen ---- 62lbs or fewer ---- 63lbs to 134lbs ----- 135lbs to 183lbs
2476Sixteen ---- 72lbs or fewer ---- 73lbs to 145lbs ---- 146lbs to 216lbs
2477Seventeen ---- 82lbs or fewer ---- 83lbs to 167lbs ---- 168lbs to 246lbs
2478Eighteen ---- 96lbs or fewer ---- 97lbs to 186lbs ---- 187lbs to 288lbs
2479Nineteen ---- 112lbs or fewer ---- 113lbs to 210lbs ---- 211lbs to 336lbs
2480Twenty ---- 135lbs or fewer ---- 136lbs to 245lbs ---- 246lbs to 405lbs
2481Twenty-one ---- 155lbs or fewer ---- 156lbs to 289lbs ---- 290lbs to 465lbs
2482Twenty-two ---- 185lbs or fewer ---- 186lbs to 310lbs ---- 311lbs to 555lbs
2483Twenty-three ---- 200lbs or fewer ---- 201lbs to 400lbs ---- 401lbs to 600lbs
2484Twenty-four ---- 233lbs or fewer ---- 234lbs to 466lbs ---- 467lbs to 700lbs
2485Twenty-five ---- 266lbs or fewer ---- 267lbs to 533lbs ---- 534lbs to 800lbs
2486Twenty-six ---- 306lbs or fewer ---- 307lbs to 613lbs ---- 614lbs to 920lbs
2487Twenty-seven ---- 346lbs or fewer ---- 347lbs to 693lbs ---- 694lbs to 1,040lbs
2488Twenty- eight ---- 400lbs or fewer ---- 401lbs to 800lbs ---- 801lbs to 1,200lbs
2489Twenty-nine ---- 466lbs or fewer ---- 467lbs to 933lbs ---- 93lbs to 1,400lbs
2490Etc.
2491
2492----
2493
2494General shop items
2495
2496The following items that are listed below are commonly found items within shops, sometimes inns and (rarely) on wandering merchants, each depends on what item it is and where it can be find. There will be a note on where they can be found how common or rare an item is. Those items are commonly known used for all, or beings that wish to get from point A to point b safely, adventurers to help them live or at least get good start on whatever trip they’re talking for proof for themselves and whatnot.
2497
2498----
2499
2500Standard Adventurer's Kit
2501
2502This kit consists of basic items that the average adventurer needs.
2503
2504Contains: Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, and Waterskin
2505
2506Cost: 16 gold coins; Weight: 24
2507
2508Arctic/Jungle/Desert/Dark Camouflage (Only found in general shops in;
2509
2510This kit consists of loose-fitting garments and jars of impermanent paint. Its items are colored in a pure white and various shades of gray, different levels of green from light green to dark green, different colors of browns and yellows and darkest and dullest black, (each of which is a different set). The clothing can be worn over armor and the paint applied to any portion of the body. When in an arctic, snow-covered, dense jungle, waste land of desert, night or low-light areas terrains; characters using those kits gain a +4 circumstance bonus on Hide checks. Circumstances may change a terrain's usual appearance, illumination and creatures with dark-vision, rendering the kits useless. Camouflage kits are exhausted after ten uses. Each use lasts until the garments are removed and the paint is washed away.
2511
2512Cost 50 gold coins; Weight 5lb
2513
2514----
2515
2516Bolt Magazine (most commonly found in Cyborgs of Eternity, but sometimes found as an uncommon item outside of there).
2517
2518Bolt Magazine: A bolt magazine is a rectangular cartridge fashioned from carefully shaped steel components and holds twenty crossbow bolts in a five by four arrangement. Bolt magazines are the feeding mechanism for crossbow repeater modules. The reloading time required for repeater crossbows is greatly diminished when preparing extra repeater modules before combat, allowing the wielder to simply replace an empty bolt magazine for another. Loose bolt magazines are for sale in most areas with sufficient technological advancement.
2519
2520Price: 50 gold coins; Weight: 1lb
2521
2522----
2523
2524Bowstring
2525
2526This is simply a replacement string for your bow should the string become damaged or worn. It is strung onto your bow the same way as the original string. You must purchase the correct string for your bow. A short bow string will not fit onto a longbow, and the other way around. The longbow string will fit on a composite longbow, and the short bow string will fit on a composite short bow.
2527
2528Longbow Cost: 1 silver coin Weight: -
2529Short bow Cost: 8 copper coins Weight: -
2530Crossbow Cost: 1 silver coin Weight: -
2531
2532----
2533
2534K9 Whistle (uncommon to see in shops)
2535
2536A k9 whistle is constructed to sound at a particular pitch that is particularly shrill to any and all k9 like mons ears, (doesn't matter if they're mons or morphs). When the whistle is blown, any k9-like beings within a one mile radius that succeeds at a DC 10 Listen check hears the whistle and can determine its direction. With a DC 20 Listen check, the k9 can also accurately estimate the approximate distance that the sound came from. The sound is too high pitched for most other common races to hear, but many creatures and savage monsters can easily detect the sound, including direction and approximate distance.
2537
2538Cost: 6 gold coins
2539
2540----
2541
2542Eye Patch (most general shops)
2543
2544A mundane piece of cloth that’s were made to be worn over the eye. It can be used to cover a missing or curious looking eye. When wearing an eye patch over your dominant eye (the same side as your dominant hand, if you have no preference, assume the character is right handed), the character takes a -2 on spot checks, and -1 on all ranged attacks.
2545
2546Cost: 5 gold coin; Weight: .2lbs
2547
2548(Side note)
2549
2550Variant rule: Light sensitivity
2551
2552Eye patches can be used, by people with two working eyes, as a means of preserving vision.
2553
2554After the patch has been worn for twenty four hours, if the user is in shadowy illumination, the character can move the eye patch from one eye to the other, using a standard action. Doing this allows the character to see as though he were in bright lighting, to represent his night adjusted eye. However, if the character, while using this ability, is exposed to bright light, he will suffer day blindness, as though he were drow. This effect can be canceled simply by switching eyes again. Removing the eye patch ends the effect completely.
2555
2556--
2557
2558Glasses (Can only be found in the Celestial Empire)
2559
2560A strange invention from the far off lands, these ground glass bifocals promise to aid those afflicted with Farsightedness and Nearsightedness. They are mounted on bronze-plated-iron frames, for durability. These can only be purchased from specific craftsmen, and they are extremely expensive, but anyone who wears them swears by them.
2561
2562Glasses correct for one level of vision impairment. So, a character with moderate farsightedness would see as though they had minor far sightedness. Masterwork glasses made specific for the character can correct completely their vision problem.
2563
2564Characters wearing their glasses do not gain the benefits of their level of vision impairment, but rather gain the benefits from the level that the glasses correct to. So, a major nearsighted character with masterwork glasses would gain no benefits while wearing glasses and a moderate farsighted character with normal glasses would likewise gain no benefits, since minor farsightedness grants no benefits.
2565
2566If a nearsighted character wears glasses that were meant for a farsighted character, they act as though they were completely nearsighted. The same goes for a farsighted person wearing glasses for nearsighted people.
2567
2568If a character with glasses walks in the rain, they act as though they were not wearing glasses at all. If they walk in steam, they are blinded by the steam collecting on their glasses. While simple prestidigitation spells are sufficient to keep glasses clear of non-magical effects, glasses can also be enchanted with spells like True sight or dark vision if the wearer is going to be venturing into places where magical impairments can be expected
2569
2570Cost: 500 gold coins, Masterwork: 1500 gold coins; Weight: .1lb to .5lb
2571
2572----
2573
2574Grappling Hook Launcher (only found in weapon shops, is uncommon to find one)
2575
2576This device looks like a crossbow with a thick stock and no prod (bow part). It uses a strong internal spring to launch a grappling hook long distances. The hook is attached to a rope that is mounted underneath the stock, which uncoils when fired.
2577
2578The Launcher has a max range of 50 feet. It weighs 8lbs without rope, 18lbs with hempen rope, and 13lbs with silk rope.
2579
2580To use it you must make a ranged attack, just like a crossbow. The DC is simply a touch attack for a stationary object, which is DC 4. It is very easy to use. (Of course, it might be fun to shoot something that isn't stationary, heh)
2581
2582The Launcher makes a loud kaPWING sound that is easy to hear. Listen DC -5
2583
2584Reloading the hook into the launcher takes a move action. Rewinding the rope takes 5 rounds, and requires a DC 10 use rope check.
2585
2586---
2587
2588Ink Pen (any general shop)
2589
2590This item is basically a quill and bottle of ink all in one! This item makes it easier to carry around a working, writing utensil that rarely leaks, so you don't get your precious Bag of Holding all messy.
2591
2592Weight- Equal to 2oz. (Ink) (so you need 8 of these to equal a pound.)
2593
2594Average Price per pen - 9 gold coins
2595
2596Exotic ink color price- add 8 gold coins to regular cost (Black is standard, examples would be Red, blue, green, etc.)
2597
2598Refill - 8 gold coins, 16 gold coins to refill an Exotic ink color.
2599
2600(Side note)
2601
2602Shops with inks normally have sighs that normally say this:
2603
2604"The Ink Pen is for the most prestigious of adventurer's who wish to excel in carrying capacity, the optimal use of storage space and keeping clean those costly garb. Order yours today!"
2605
2606---
2607
2608Match cord (can be commonly found for one of them, the other two can be found in a weapon shop).
2609
2610A match cord is a hemp or flax cord, boiled in a pot of water and ash to allow the match to slowly smoulder. It was used as ignition for black powder weapons, as well as being a general-purpose source of heat and fire that you could carry with you all day long.
2611
2612Match cord can be slow burning or fast burning, depending on the type of chemicals the match cord is boiled with. Match cord can also be known as black match, which is a type of match cord impregnated with black powder, often used as a fast-burning fuse for cannon and the like.
2613
2614As with a flint and steel, lighting a torch or fire with a match cord is a full-round action.
2615
2616A one-foot length of standard match cord would cost around 2 cp.
2617
2618Match cord usually comes in sizable lengths- coils of say, 50 to 100 feet- though it's not unheard of for shorter lengths to be sold for more specialized uses. Match cord comes, typically, in three varieties: slow match, quick match, and black match, which burn progressively faster.
2619
2620Slow match is, as suggested, the slowest form of match cord, and is usually sold cut to extremely precise lengths for precisely timed demolition (which makes them cost more; buying slow match in bulk costs the same as normal match cord). It burns at a rate of roughly six inches per round but is very difficult to light unintentionally.
2621
2622Quick match is the standard match cord, burning at an average rate of two feet per round (depending on the mix, it can be as slow as one foot or as fast as three). This is the standard-use cord and as a result it is also the cheapest.
2623
2624Black match is often used as a euphemism for all types of match cord, but refers specifically to the extremely quick-burning variety impregnated with black powder. The standard-mix black match burns at five feet per round, though it can be made to burn even faster, though this makes it more expensive and far more unstable.
2625
2626One-foot for standard match cord (quick match) cost: 2 copper coins; Weight: 1lb
2627
2628One-foot for slow match cost: 4 gold coins; Weight: 1.5lbs
2629
2630One-foot for black match cost 20 gold coins; Weight: 2lb
2631
2632---
2633
2634Mining Helmet (uncommonly found at weapon shops, commonly seen at mining shows and sometimes on the merchants randomly)
2635
2636This is a helmet with a lamp attached to it. The lamp provides clear illumination in a 5-foot radius, and shadowy illumination in a 10-foot radius. The lamp must be refilled with oil every six hours.
2637
2638Cost: 15 gold coins; Weight: 3lb
2639
2640---
2641
2642Poncho (any general shops)
2643
2644A poncho is a blanket term for any clothing meant to keep the wearer dry. If a character wearing a poncho is caught in the rain, they remain dry for forty rounds of exposure. If they leave the rain (Step under a tree, enter a building) the water will sheet off of them, returning to its dry state in three turns.
2645
2646Cost: 8 gold coins; Weight: 2lbs
2647
2648---
2649
2650Repeater Module (Only found in weapon shops, mainly in bows shops)
2651
2652Repeater Module: A repeater module is a reasonably compact, complex mechanism of wood and metal operating with sophisticated springs, that can be fitted to any masterwork light or heavy crossbow and that can hold a maximum of 20 bolts at any one time. A repeater module automatically spans the crossbow string and mounts a new bolt in place after the last one is discharged, as long as there are bolts left in the module itself.
2653
2654Basically, the repeater module allows you to perform a full attack action with a crossbow. When wielding a crossbow with a repeater module installed, you can make use of the Rapid Shot feat and other feats regarding ranged attacks if you have them. Loading a crossbow with a repeater module feeds the new bolts directly into a small bolt magazine imbedded in the module in a 5 by 4 arrangement.
2655
2656Manually reloading a repeater module, i.e. inserting the bolts in the incorporated magazine individually, takes 1d4+1 rounds, but replacing the bolt magazine itself is a much quicker process and can be done as a standard action. Non-masterwork crossbows cannot handle the strain that a repeater module puts on the mounted bow string and take (1d4) damage every time the mechanism loads a new bolt, which is not reduced by the weapon's hardness. Attaching a repeater module onto a crossbow requires 1 minute. Removing one requires half a minute.
2657
2658Despite allowing a crossbow an enhanced rate of fire, the repeater module can make the crossbow either an automatic or semi-automatic weapon.
2659
2660 Semi-Automatic: Looses a single bolt with a single depression of the trigger. Semi-automatic fire is a full attack action.
2661
2662 Automatic: Looses multiple bolts with a single depression of the trigger. Allows the wielder to fire an extra bolt at his full base attack bonus, but you can only target a single enemy this round. The extra bolt fired may be made to stack with the effects of Rapid Shot, for a total of two extra attacks if that option is used. Automatic fire is also a full attack action, because the wielder needs to brace the weapon.
2663
2664Every round that a crossbow with a repeater module is used in combat, there is a 1 % chance of the mechanism stalling due to miscommunication between the crossbow and the module. If that happens, the crossbow cannot be used until the repeater module is removed and reattached properly. If a crossbow is magical, this chance of stalling disappears.
2665
2666A repeater module has hardness 8 and 10 hit points.
2667
2668Construction: Fashioning a repeater module requires 500 gold coins worth of base materials ranging from top quality wood and steel to a carefully calibrated system of auto loading springs. Its construction requires either a DC 25 Craft (bow making) check, or a DC 25 Knowledge (architecture and engineering) check in conjunction with a DC 20 Craft (carpentry) or Craft (metalwork) check.
2669
2670Price: 1,000 gold coins. (Includes the price of its bolt magazine)
2671Weight: 4lbs (includes the weight of its bolt magazine)
2672
2673---
2674
2675The SLADRAM (normally found on wandering merchants only)
2676
2677The SLADRAM (Spring-Loaded Automatic Dagger-Release Arm Mechanism) is a small, easily concealable device made for those who want to quickly draw a concealed dagger. The mechanism can hold up to 6 average daggers made for a medium sized creature, but otherwise appear as regular bracers (and are worn as such). The daggers spring into the hand of the wearer with a specific wrist movement.
2678
2679Cost: 250 gold coins (daggers not included)
2680
2681Effect
2682
2683The Device conceals the daggers from ordinary sight; a DC 10 Search check is necessary to discover them. Grants Quick Draw to the user for daggers contained within the SLADRAM. If the wearer already has bracers confer a +1 to hit (or +2 if combined with a feint attack) in the first round in which a dagger is drawn from the device.
2684
2685If the user has the sneak attack feat then it is automatically applied when SLADRAM is in use.
2686
2687---
2688
2689Seal's Blubber (only found commonly in the Empire of the Icy Animals)
2690
2691The collected fat of seals’ can be a good screen against cold climates. When applied all over a character’s body, it provides a +2 bonus on Fortitude saving throws against exposure to cold weather. This is in addition to the benefits of winter clothing. One jar is good for five uses and each application lasts for 24 hours.
2692
2693Cost: two gold coins Weight ---
2694
2695---
2696
2697Spring Sheath (normally found on wandering merchants, normally found in the Empire Cyborgs of Eternity)
2698
2699Description: This device is attached to the forearm via two leather stapes. With a flick of the wrist its spring loaded action pops a dagger (or similar object) into the hand of the user. A search DC of 12 is required to discover the device with a pat down. Without semi regular maintenance the dagger 'may' accidentally release (DM's option).
2700
2701Cost: 8 gold coins (cost of dagger not included)
2702
2703---
2704
2705Steam Pressure Generator (Only sold at Empire Cyborgs of Eternity)
2706
2707This object allows for the generation of steam pressure, it is used to power many steam weapons and other steam objects. It has a hardness 5, hit points 5 and AC 10. Each item has a specific attachment which is always compatible with this. A Steam Pressure Generator requires a personal steam engine to run.
2708
2709Cost 100 gold coins; Weight 5lb
2710
2711---
2712
2713Steam Engine, Personal (Only sold at Empire Cyborgs of Eternity)
2714
2715This object allows for the generation of steam power, it is used to power many steam generators. It has a hardness 10, hit points 10 and AC 10. Each generator has a specific attachment which is always compatible with this. A personal steam engine uses half your backpack slot; you may still have a small pack on your back. Each personal steam engine can only power a maximum of 2 generators at any one time.
2716
2717Cost 500 gold coins; Weight 15lb
2718
2719---
2720
2721Traveling Duster (normally found in the Lawful Empire, rather uncommonly found outside that area)
2722
2723A duster is a coat, used by horsemen to protect their outer clothes from dust. It is a long coat that stretches down to about ankle length, with a slit in the back that stretches from the hip down. A traveling duster is a duster that is more heavily re-enforced than a normal duster, with leather at all the bending points, and additional rivets on the seams. For an additional ten gold, one can have their duster reinforced even further, allowing it to act as a non-magical armor enhancements, which adds one (1) to armor class although it reduces the maximum dexterity bonus by one, and adds 5% to arcane spell failure. A duster cannot be worn over full plate armor.
2724
2725Any small weapons hidden under a duster will gains a plus two (+2) against being found.
2726
2727Cost: 10 gold coins; Weight: 5lbs
2728
2729---
2730
2731 Trade skill shops
2732
2733The items below are normally found in special areas, shops or on NPCs that deal with a special set of items or have a master skill in that area, (this doesn’t mean the list above doesn’t fall under here, less clearly noted). The items will have a ‘Master level’ next to it have a better set to it when gone to a master in that area who can, and willing, do this. Some of the shops can normally be found in large cities or large towns, very uncommonly, in villages if the area have the materials approximately to there or have a trade area that obtain them.
2734
2735The shops that have some of the items that are listed below are for the special items, which may or may not cost more if made by oneself. Some of the shops that the items can be found at are as follows; Alchemist shop; Engineer workshop; Blacksmithing; Tailor shop and Mage shop. Each of those shops sometimes can have rare items for sell or trade for something that rare as that.
2736
2737---
2738
2739Adrenaline (only found in Alchemist shops)
2740
2741A chemical that when injected into the bloodstream increases the transportation of oxygen to portions of the body providing a +2 increase to strength, dexterity, and reflexes and increase speed by 5ft for 4d6 rounds. However this also decreases the ability to focus giving a -2 debuff to concentration, wisdom, forgery for 4d6 rounds. Also upon the effects wearing off the person will suffer a temporary decrease to all of the things previously buffed by -2 for 1d4 rounds.
2742
2743Cost: 10 gold coins per shot
2744
2745---
2746
2747Alkali (sometimes found in Alchemist shops)
2748
2749Corrosive alkalis deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into a vat of alkali), which deals 10d6 points of damage per round. An attack with alkali, such as from a hurled vial or a monster's spittle, counts as a round of exposure. The fumes from most alkalis are inhaled poisons. Those who come close enough to a large body of alkali to dunk a creature in it must make a DC 13 Fortitude save or take 1 point of Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of Constitution damage.
2750
2751Creatures immune to alkali's caustic properties might still drown in it if they are totally immersed.
2752
2753Flask of alkali (normally found in Alchemist shops)
2754
2755You can throw a flask of alkali as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of alkali damage. Every creature within 5 feet of the point where the alkali hits takes 1 point of alkali damage from the splash.
2756
2757Creating alkali
2758
2759Like acid, alkali can be made with a DC15 Craft(Alchemy) check.
2760
2761Side note
2762
2763Acid and alkali
2764
2765When acid and alkali are mixed, the result is a violent reaction. The explosion deals 3d6 Fire damage to creatures on its square and 1d6 Fire damage to creatures on adjacent squares. This neutralizes one flask worth of acid and one of alkali. For large amounts of acid or alkali, the reaction may occur more than once per round as long as there is sufficient acid and alkali. This damage also occurs when a creature affected by acid arrow or a similar effect is splashed with alkali. Against an acidic Ooze, the reaction does an additional 1d6 damage + 1d4 Con damage to the ooze.
2766
2767Cost: 65 Gold coins
2768
2769---
2770
2771Acid (sometimes found in Alchemist shops)
2772
2773Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a monster's spittle, counts as a round of exposure. The fumes from most acids are inhaled poisons. Those who come close enough to a large body of acid to dunk a creature in it must make a DC 13 Fortitude save or take 1 point of Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of Constitution damage.
2774
2775Creatures immune to acid's caustic properties might still drown in it if they are totally immersed.
2776
2777Flask of Acid (normally found in Alchemist shops)
2778
2779You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
2780
2781Cost: 85 Gold coins
2782
2783---
2784
2785Black Eggs (Only found in Engineer workshops and wandering merchants)
2786
2787The Black Egg is a ninja weapon made from hollowed eggs and powdered glass. The eggs are usually painted black to help the user conceal them. The egg is also painted over many times with a glue-like substance to increase their durability. The Black Egg is used by crushing the shell and blowing the powdered glass into your opponents face. It can also be thrown into your enemies face.
2788
2789Black Eggs can be made from eggs and a moderately sized piece of glass and a successful Craft (Alchemy) check (DC 25). If the Craft check fails the egg breaks and the glass spills out wasting all the materials.
2790
2791A Black Egg is treated as an exotic melee weapon with a range of 10ft or as an exotic thrown weapon with a range of 30ft. On a successful attack the target and every creature within 5 feet (excluding yourself) must pass a DC 30 reflex save or take 1d6 damage, be stunned for 1 round and be for 2d8+4 rounds. Every round there-after the target takes an additional 1 damage until the blindness subsides or a successful DC 15 Heal check. The heal check also stops the blindness.
2792
2793Other: Black eggs can never be repaired or reused. Creatures without eyes and undead are not affected by black eggs. Melee attacks made with Black Eggs receive a +4 attack bonus while ranged attacks receive a -2. On a critical hit (natural 20) the damage is not changed but the number of rounds that the target is blinded is changed to 4d8+8 rounds. On a critical fail (natural 1) the glass blows back and you are treated as being automatically hit.
2794
27951 Black Egg costs 25 gold coins
2796
2797---
2798Blood Moss (rarely seen in Alchemist shops and uncommonly seen on wandering merchants)
2799
2800Identifiers
2801
2802Blood moss, a common plant that grows in deep forests, and is noted for its red fibers and sharp smell. It grows on rocks, and is especially common on granite. Rangers and tribal classes should have no trouble locating this plant, but it is virtually unknown outside of the back country. It grows very poorly outside of its natural forests, and is used in salads.
2803
2804Uses
2805
2806This plant is often used, in its natural state, to staunch open wounds. It produces a weak alcohol, which seems to act to clean the wound, and its thick fibers act like linen bandages. Once wet, it adheres fairly well to flesh, staying attached through mild exertion. It is useless for this purpose unless fresh (0-6 hours). If the bandages are kept fresh, it adds the PCs Healing skill to the recovery rate of a resting character (This is true for bandages in general.). 8 hours of rest is necessary to feel the actual effects.
2807
2808Alchemical uses: Blood moss is used, in a burnt form, as a stomach settler, and instantly settles non-magical nausea. It also adds +1 on saving throws against ingested poisons. It is occasionally fermented and is a mild anesthesia. If held in front of the nose, it forces the target to take a fortitude save at DC 14 against a knockout effect. It is used in some potions as a flux, to concentrate weak potions. An alchemist can use fresh blood moss to give a healing potion 1 more point of healing.
2809
2810Other uses: Blood moss is flammable, and occasionally is used as fire starters, although it lacks sufficient mass to be used for anything more than kindling.
2811
2812Cautions
2813
2814Blood moss, when applied to a wound, is still alive, and can, if left on the wound, continue to grow. This means that Blood Moss bandages must be replaced every two to three hours, to prevent the moss from becoming entwined with the body. If it grows into a wound, it will damage the subject by one hit point for every hour it was left on, capping at five damage, because after five hours the moss dies, and removing the moss will worsen the wound.
2815
2816Blood moss is technically edible, but it is not advised with the wild variants. The wild moss acts like a weak whiskey, but has very little food value.
2817
2818Other notes
2819
2820Blood Moss is not a domestic-able plant, it dies.
2821
2822It cannot be harvested, as no means of keeping it fresh have been found, and aged blood moss crumbles into dust.
2823
2824Cost: 25 gold coins
2825
2826---
2827
2828Boomer's Bile (only found in Shadow claws Empire’s Alchemist shops)
2829
2830Description: A pungently-foul smelling and dark green tinted liquid that comes from the stomach of a boomer zombie.
2831
2832Use: Attracts other zombies to the area upon which it is. If used on a target will result in all nearby non-sapient non-Boomer undead to swarm upon it indiscriminately unless under the control of another individual in which case a Will save must be made to retain control of the zombie in question. A vial will cover an area of 5ft by 5ft or a medium sized creature. The odor that is emitted that attracts zombies takes effect to all within a 50ft radius.
2833
2834Cost: 80 gold coins per vial
2835
2836---
2837
2838Brown Moss pellet (Normally found in Blacksmith’s workshops and uncommon to see them in Tailor shops)
2839
2840Brown moss pellets are made from Brown Mold, a bit of poison, and magical wax. They are sold in 6,12,24,50 packs. Typically Brown moss pellets are used to protect the user from sudden bursts of fire, or to cool down a burning area. They will typically be put in pockets and for a fee can be sewn in to clothes at any tailor. When the Pellet comes in contact with fire or high heat, the wax covering the mold will melt off and the moss will suddenly expand and consume all of the fire up to 10 feet of flames will be replaced with moss every turn, deals damage to fire elements 5d10. The mold will then, after one turn wither and die. The moss dies so quickly that it will not deal any cold damage. Though once and a while the poison is weakened and takes 1d5 extra turns to die, If this happens the PCs will take 1d6 of nonlethal cold damage every turn after the first. The moss pellet maybe put in the characters pocket, Which will protect one side from fire damage one time with a 10% failure, it may be thrown with 0% chance of failure, or it may be sewn into your clothes for protection on one side with 0% chance of failure.
2841
2842(Side note)
2843
2844Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.
2845
2846Cost: 2 silver coins for 6; 4 silver coins for 12; 7 silver coins for 24; and 1 gold coins for 50
2847
2848it will also cost 2 copper to have the pellet sown in to the jacket
2849
2850weight: .1 ounce for every pellet
2851
2852---
2853
2854Dopamine (Only found in Shadow claws Empire)
2855
2856Dopamine is a chemical that causes pure euphoria. It is a naturally occurring chemical found in the brain of most animals. When injected into the blood stream (via cut or other means) it causes the subject to become disabled for 1d4 hours. After being injected with dopamine, the chemical takes 5 rounds to take effect.
2857
2858Cost: 15 gold coins per vial
2859
2860---
2861
2862Dream mist (Only seen in True Green Empire’s tea shops, but rarely)
2863
2864Identifiers: made of roughly ground leaves of a rare herb found in deep forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn- tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dream mist is renowned for the beautiful visions it includes and the deadly peril of its sinister embrace.
2865
2866Initial effect: exotic visions of incredible beauty enthrall the user for the next 1D20 hours. During this time the user has a 50% chance to lose any action he attempts, as described. Secondary effect: 2D4 points of constitution damage and 2D4 points of wisdom damage
2867
2868Side effects: the visions of a Dream mist user are incredibly beautiful and poignant. His or her normal life seems drab and futile in comparison, and he or she aches to experience the transcendent beauty and his or her drug-induced dream again. When the dose wears off, the user must succeed at a will save (dc 18) or fall under a compulsion to do whatever is necessary to repeat the dream mist dose. This compulsion last for 1D8 hours before fading.
2869
2870Overdose: if more than one dose is taken within the space of an hour, of if raw mordayn powder of mordayn tea is ingested. The drug is a deadly poison (ingested DC 17, 2D10 con damage). Mordayn vapor addicts sometime throw out the tea as soon as they inhale and make sure that only one dose is available at a time instead of two so they don’t unintentionally overdose.
2871Cost: 45 gold coins
2872
2873---
2874
2875Dry-Oil (Only seen in the Shadow claws Empire’s Alchemist shops)
2876
2877Dry-Oil is an alchemical solution that, when in contact with a liquid or a solution such as blood, causes that liquid to dry (desiccate) rapidly. One vial can dry a single gallon of liquid, but it is far more useful when coating a weapon or in use with an alchemical crossbow.
2878
2879When a weapon coated with Dry-Oil strikes a creature, that creature becomes dehydrated unless it succeeds on a Fortitude saving throw equal to the wielder's attack roll.
2880
2881Three light weapons or rounds of ammunition can be coated per vial. One weapon of any other size can be coated per vial. Items coated in Dry-Oil continue to be coated either until 2 hours have elapsed or until they strike an opponent.
2882
2883Cost: 100 gold coins per vial
2884
2885---
2886
2887Frost shard (Only found in Mage’s shops and Empire of the Icy Animals)
2888
2889Description: A frost shard is a small piece of ice that does not melt and feels quite cold to the touch. It is anywhere from 3 to 6 inches in length and weighs about 1lb When broken, a Frost shard unleashes a blast of ice cold along with small ice fragments that ices anything over that isn't overly hot. Frost shards can be either made, or found in an ice environment such as a glacier.
2890
2891Use as Weapon: A Frosts hard can be thrown at a range of 15ft. A direct hit deals 1d6 cold damage, and every creature within 5 feet takes 1 cold damage. It also ices over the surface of the target's square, requiring a DC 12 Balance check to avoid falling prone. The ice melts in 5 rounds. A Frost shard deals an extra 1d6 damage to creatures with the Fire subtype.
2892
2893Other: A Frost shard can also be used in Resist Fire potions to increase the resistance by 2. The Craft (Alchemy) DC is 22.
2894
2895Costs 30 gold coins; Weight 1lb
2896
2897---
2898
2899Hazlar (Can be found everywhere, unknown where it came from)
2900
2901Hazazine Polymonixide, or "Hazlar", is an expensive and highly sought-after narcotic recently emerged onto the black market. It was created by a mysterious individual known simply as "Zero". This is the name used on the streets, no one knows anymore about him as those who get close to finding him tend to disappear. The drug is sold in the form of white, powdery crystals. It can be smoked or drunk as an infusion. The effects include dramatically increased sensory perception, hallucinations and loss of coordination and mental agility.
2902
2903A character who takes Hazlar gets +4 Wis, -2 Int, and -2 Dex for 6 hours. When the effects wear off the character is considered fatigued until he/she takes 12 hours of sleep/rest.
2904
2905A pound of prime Hazlar, enough for 5 pipe-full’s, costs 30 gold coins.
2906
2907---
2908
2909Lightning Rod (Normally found in Empire of the Superstitions, most are found in Mage’s shops that’s outside that empire)
2910
2911Description: A Lightning Rod is a metal rod about 12 inches long with a metal ball at the end and a switch at the other end. It occasionally gives a static shock to those who touch it, it also feels slightly warm. The switch when triggered sends a small lightning bolt out the top.
2912
2913Use as Weapon: A Lightning Rod can be shot at someone requiring a Ranged Touch Attack, a +2 Attack Bonus if the target is wearing a lot of metal (ex. wearing Full plate or Half plate Armor). The bolt deals 1d6 Electricity Damage and requires a DC 15 Fortitude Save or be Dazzled (-1 to Attack rolls) for 1 minute. After it has been used, the Lightning Rod is useless unless recharged.
2914
2915A Lightning Rod costs 50 gold coins and takes a Craft (Alchemy) DC of 25.
2916
2917A Lightning Rod may be recharged with a DC of 25.
2918
2919---
2920
2921Luminous Water (Often seen in Alchemist shops, but generally seen in general shops if one looks hard for it)
2922
2923This alchemical substance is created by repeated distillation of bioluminescent such as glow-worm or mushrooms. This alchemical substance is very simple to make, even for amateur alchemists.
2924
2925This substance will glow in natural darkness, illuminating the immediate area as a light spell for an entire evening (12 hours if kept in a glass flask or other transparent container). Luminous Water can also be thrown as a splash weapon. Treat this as a ranged touch attack with an increment of ten feet. A direct hit illuminates the target, giving a +1 to attack rolls to hit the target for ten minutes. This substance will not shed light in magical darkness.
2926
2927Luminous Water that is contained within a transparent flask or vial (so as to act like a torch) will need to be exposed to sunlight for 1 hour per day. If it is not exposed to sunlight each day, then it will no longer shed light until it is exposed to sunlight again. Instead of exposing to sunlight, it can also be heated at a low temperature for five minutes to recharge. Luminous Water that is diluted, spilled, or otherwise removed from a sealed container ceases to shed light after ten minutes.
2928
2929Brew Potion or Craft (alchemy) 1 rank; Market Price: 15 gold coins. To Create: 3 gold coins and 1 XP.
2930
2931---
2932
2933Mist Pellet (normally found in chests and mage’s shops)
2934
2935Description: A Mist Pellet is a small silver-ish pellet an inch in diameter and mist can be seen swirling inside it. A full bag weighs about 1 pound. When thrown (or broken) it releases a cloud of silvery mist. These usually can be found in bags containing 2d4 of them.
2936
2937Use as Weapon: A Mist Pellet can be thrown at a range increment of 10ft and creates a cloud of mist as the Obscuring Mist spell centered on the square where it was thrown. The mist lasts for 1 minute unless dispelled (see spell description).
2938
2939A bag of Mist Pellets costs 15 gold coins and takes a Craft (Alchemy) DC 15 check to make.
2940
2941---
2942
2943Red Herb ( AKA; The Burn-less Shrub) (This herb is only seen in the Infernal Empire of the Fangs)
2944
2945Habitat: The Burn-less shrub tends to grow in and around volcanoes, where it finds little competition and grows explosively in the periods between eruptions. It grows in niches in rocks, as close to heat as it can venture, as heat causes the plants to grow faster. Burn-less Shrubs can perform chemosynthesis, allowing them to live without light, as long as there is heat.
2946
2947Properties: The Burn-less shrub has two distinct sets of properties, depending on the temperature of the plant. Both forms are poisonous
2948
2949 Cold Shrub: The cold (0-800 Fahrenheit) form of the shrub has an extract which can be used, after alchemical treatment, as a flame retardant.
2950
2951 A potion made of this extract can prevent 30 points of heat damage, or allow the drinker to ignore flame completely, depending on the process used to make the potion. Please note: You may be immune to flames and heat, but your equipment is most decidedly NOT.
2952
2953 Hot Shrub: If Burn-less shrubs become much hotter than 800 Fahrenheit, they undergo a chemical alteration. Once the plant has been cooled, the flame retardant qualities are replaced by explosive flammability. The extract of a Hot shrub has a flash point of just 200 Fahrenheit, and will explode violently when heated to this point.
2954
2955A potion made of this extract can deal 3d6 damage over a radius of 7 feet, or allow the drinker to breathe fire (This potion gives the drinker major, extreme heartburn).
2956
2957Cost: 65 gold coins
2958
2959---
2960
2961Smelling Salts (commonly found in Alchemist shops, namely in starter kits)
2962
2963Smelling salts are chemical compounds used to arouse an unconscious person. Common alchemical items used as smelling salts included Sal Volatile (ammonium carbonate), Caustic Volatile Alkali (ammonium hydroxide), or a Spirit of Hartshorn (ammonia) dissolved in an alcohol solution. They are generally cheap and simple to produce for even amateur alchemists.
2964
2965Smelling salts give a +1 alchemical bonus to Heal checks performed on headaches, or on attempts to revive or wake an unconscious person.
2966
2967One vial costs 10 gold coins and weighs 1lb
2968
2969---
2970
2971Spell Fuse Chalk (Only found in Mage's shops, commonly found in the Celestial Empire)
2972
2973Spell Fuse Chalk is a special alchemical substance commonly used by spell casters to prepare a battlefield. This chalk allows you to draw on the ground and create a fuse for magical energies. Instead of casting the spell directly from you, you can cast the spell through the chalk dust and activate the spell at the end of the line. It can be used with a DC ten spell craft check. It takes ten minutes to fill a ten feet by ten feet square, and takes equal amount of time to draw a 100 feet. line. The chalk can be used for a ten feet square or up to 100 feet. of lines. There is no wait time, the spell reaches the selected area in the same action as casting.
2974
2975A touch attack spell or spell like ability used with the chalk automatically strikes any desired creature or creatures in contact with an unbroken line or square. You may cast a spell you do not have a line of sight to, so long as there is a line of chalk leading from you to the desired location.
2976
2977Spending one full round action rubbing on the chalk will break a connections of the chalk, up to a five by five feet square. By using a flask of water, acid or any other settling liquid, as a standard action will clear up to a five by five feet square.
2978
2979Cost: 50 Gold coins
2980
2981Craft (alchemy) DC 20
2982
2983---
2984
2985Synthetic Boomer Bile (Can be found in Alchemist shops, most are in the True Green Empire)
2986
2987As boomer bile except clear in color. To make the serum the user must succeed a dc 29 Alchemy check. However before the person can make this solution the user must see boomer bile being used and have a sample while making their first vial of synthetic bile.
2988
2989This is considered burst damage effecting up to two (2) targets within 5ft of the burst. Damage: Necrotic damage causing 2d6 damage plus five (+5) damage per round and is blinded until a successful reflex save is made.
2990
2991Save DC: Reflex DC13
2992
2993Special: Any undead in a 50ft area are drawn to the effected target.
2994
2995Cost: 175 gold coins per vial
2996
2997---
2998
2999Armor shops
3000
3001Armor in this game helps the PCs to withstand blows that allow a PC to withstand blows that would put a non-gear PC down for good and end up six feet under. Armor comes in many levels that range from the light gear set a right down to the heavy gear set, each set are link to a specific class.
3002
3003---
3004
3005Armor Padding (NPCs in Blacksmith areas can do this, but often work in the back room then the common Blacksmith NPC.)
3006
3007Padding is a non-magical way to improve upon already existing armor. Certain metallic armors are sufficiently loose to warrant the use of additional padding. This padding consists of twin layers of thin, strong leather, one above and one below the original metal armor. Effectively, it is similar to using leather armor in conjunction with another type of armor, which is an effective and relatively inexpensive alternative to using magical enhancement.
3008
3009When a type of armor that is suited for padding is enhanced in this fashion, it weighs an additional ten pounds, its existing (non-magical) AC bonus improves by one point, its maximum Dexterity bonus to AC decreases by one, its armor check penalty increases by an additional minus two and its arcane spell failure chance heightens by ten %. The armor increases by one weight category (for example, medium armor becomes heavy), unless the armor so improved is fashioned from mitral. Either the armor’s hardness or hit points change.
3010
3011Cost: three hundred gold coins, plus the value of normal armor of its original type, plus twenty-five gold coins times the original armor's AC bonus
3012
3013
3014Size ---- Cost (Morph/Mon) ---- Armor Bonus ---- Weight ---- Ht points
3015
3016Diminutive ---- 450/500 gold coins ---- +3 ---- 3.5lbs ---- 1
3017Tiny ---- 450/500 gold coins ---- +3 ---- 3.5lbs ---- 2
3018Small ---- 450/500 gold coins ---- +3 ---- 3.5lbs ---- 5
3019Fine ----- 600/675 gold coins ---- +5 ---- 17.5lbs ---- 10
3020Medium ---- 650/725 gold coins ---- +5 ---- 35lbs ---- 20
3021Large ---- 650/750 gold coins ---- +5 ---- 70lbs ---- 40
3022Huge ---- 850/900 gold coins ---- +5 ---- 140lbs ---- 80
3023Gargantuan ---- 1000/1200 gold coins ---- +5 ---- 280lbs ---- 160
3024Colossal and up ---- 2000/2500 gold coins ---- +5 ---- 560lbs ---- 320
3025
3026Speed
3027Base ---- 20 ---- 30 ---- 40 ---- 50 ---- 60 ---- 70 ---- 80 ---- 90 ---- 100
3028Armored ----- 15 ---- 20 ---- 30 ---- 35 ---- 40 ----50 ---- 55 ---- 60 ---- 70
3029
3030Maximum Dex Bonus: +3; Armor Check Penalty: -3; Arcane Spell Failure Chance: 30%; Hardness: 10
3031
3032---
3033
3034Utility Harness/ Battle Harness (All armor sets)
3035
3036This garb was designed initially to aid in carrying items without interfering with the PC, though it is appreciated for the protection it provides You get a bonus of plus one (+1) to your AC. A standard harness is capable of 10lbs worth of gear. Gear carried in this manner is distributed over the body in such a way as to be less cumbersome and only counts as 5lbs of gear (in addition to the weight of the harness) for purposes of encumbrance. A Master Crafted version of the Utility Harness is capable of carrying 15lbs of gear that only counts as 10lbs of gear for purposes of encumbrance.
3037
3038Cost 10 gold coins, Max Dex plus eight (+8), AC pen plus zero (+0), ASFC five %, Speed 30' (20'), Weight 10lb
3039
3040Battle Harness
3041
3042Perks: Armor Bonus: +3; Maximum Dex Bonus: +5; Armor Check Penalty: -1; Arcane Spell Failure Chance: 10%; Speed: 20 feet; Weight: 15lbs
3043
3044---
3045
3046Brigandine Armor (Light to medium set)
3047
3048Brigandine armor is a cloth garment, generally canvas or leather, lined with small oblong steel plates riveted to the fabric. The wearer is also protected by plate arm and leg protection. A common myth is that brigandine armor is so-named because it is popular choice of protection for bandits and outlaws.
3049
3050Perks: Armor Bonus: +4; Maximum Dex Bonus: +3; Armor Check Penalty: -3; Arcane Spell Failure Chance: 15%; Speed: 20 feet; Weight: 20lbs
3051
3052Cost: 50 Gold coins
3053
3054----
3055
3056Cube Armor (Heavy gear set)
3057
3058The cube armor is made from tiny cubic shaped materials connected to each other by small imperfections in their sides which make the cubes stay connected by the strong electrical power that is created when the cubes are rubbed at each other at the forging process. The holes between the cubes makes the impact of an object to the body softer, as when the cubes are pushed back they quickly bounce forward and again reform as made.
3059
3060Perks: Armor bonus: +3; Maximum Dex Bonus: +3; Armor Check Penalty -3; Arcane Spell Failure Chance: 10%; Speed: 20 feet; weigh: 7lbs
3061
3062Cost 100 gold coins
3063
3064---
3065
3066Field Plate/Gothic Plate (Heavy gear)
3067
3068Field Plate is the heaviest of all mundane armor. Mobility is not very easy in Field Plate and as such only allows a Max Dex bonus to AC of -1 while wearing this armor. Field Plate, however, is armor to be worn by heavy infantry, and movement is not a priority. Despite its great weight, it offers unparalleled protection against attacks.
3069
3070Armor Bonus: +7; Maximum Dex Bonus: -2; Armor Check Penalty: -8; Arcane Spell Failure Chance: 50%; Speed: 20 feet; Weight 80lbs
3071
3072Gothic Plate (Master level, heavy)
3073
3074A finely crafted set of Full Plate with curves, flutes and ridges carved into it to further increase the protection provided by the armor. The armor is always treated as Masterwork (cost and bonuses are already included). The armor includes a helmet and visor, gauntlets and greaves, and uses buckles and padding to distribute the weight evenly on the wearer to lessen the encumbrance of the armor.
3075
3076Perks: Armor Bonus: +13; Maximum Dex Bonus: +2; Armor Check Penalty: -5; Arcane Spell Failure Chance: 40%; Speed: 30 feet; Weight: 55lbs
3077
3078Field Plate cost: 500 gold coins; Gothic Plate cost: 1200 gold coins
3079
3080---
3081
3082Flak Jacket (Light set)
3083
3084A PC may order a custom made flak jacket with the following additional features if the armor doesn't already come with the features originally:
3085
3086Scroll Pouches (plus one (+1) gold coin for each pouch up to maximum of six pouches): Scroll Pouches provides a convent location to store a rogue's scrolls, which can be easily opened and the scroll drawn out quickly efficiently during battle. Removing a scroll from a scroll pouch is considered to be a free action.
3087
3088Without scroll pouches, a rogue would be forced to store their scrolls in their pack where it can incontinently get misplaced and take some time to retrieve, up to a minute, and a successful search check in the worst case scenario; (DC five (5) plus one (+1) for each additional item that is in the pack and plus five (+5) for every similar looking scroll the rogues has in the pouch - plus ten (+10) instead if the scroll they are looking for and all similar looking scrolls are not labeled properly, act, and so on.) The search check succeeds instantly if the rogue unpacks their whole bag, taking 1d4 minutes until he finds the scroll and as much time to repack their bag if they do. In short, scroll pouches are a necessary feature for any ninja that is carrying summoning scrolls.
3089
3090Shoulder Protection (plus one (+1) silver coin for sizes fine to tiny; plus one (+1) gold coin for sizes small and medium; plus five (+5)/size category above medium): Shoulder protection provides an additional plus one (+1) armor bonus to the wearer's AC.
3091
3092Neck Protection (+1) silver coin for sizes fine to tiny; plus one (+5) gold coins for sizes small and medium; plus five (+5) gold coins/size category above medium): Neck Protection provides an additional plus one (+1) armor bonus to the wearer's AC.
3093
3094Size ---- Cost (Morph/Mon) ---- Armor Bonus ---- Weight ---- Hit points
3095Size ---- Cost (Morph/Mon) ---- Armor Bonus ---- Weight ---- Hit points
3096
3097Diminutive ---- 3 gold coins, 5 silver coins/ 6 gold coins ---- +0 ---- 1lb ---- 1
3098Tiny ---- 3 gold coins, 5 silver coins/ 6 gold coins ---- +0 ---- 1lb ---- 1
3099Small ---- 3 gold coins, 5 silver coins/ 6 gold coins ---- +0 ---- 1lb ---- 1
3100Fine ---- 6 gold coins/10 Gold coins ---- +1 ---- 8lbs ---- 2
3101Medium ---- 12 gold coins/ 26 gold coins ---- +1 ---- 12 lbs ---- 5
3102Large ---- 20 gold coins/30 gold coins ---- +1 ---- 20lbs ---- 10
3103Huge ---- 45 gold coins/60 gold coins ---- +1 ---- 55lbs ---- 20
3104Gargantuan ---- 60 gold coins/80 gold coins ---- +1 ---- 70lbs ---- 40
3105Colossal and bigger ---- 90 gold coins/115 gold coins ---- +1 ---- 95lbs ---- 80
3106
3107Maximum Dex Bonus: +8
3108Armor Check Penalty: 0
3109Arcane Spell Failure Chance: 5%
3110Hardness: 2
3111
3112---
3113
3114Jack of Plates (medium)
3115
3116Jack of Plates is a suit of specially treated cloth armor with metal plates sewn in between layers.
3117
3118Perks: Armor Bonus: +4; Maximum Dex Bonus: +3; Armor Check Penalty: -4; Arcane Spell Failure Chance: 20%; Speed: 30 feet; Weight: 15lbs
3119
3120200 gold coins
3121
3122---
3123
3124Lamellar Armor (medium)
3125
3126Lamellar armor consists of small plates (lames) which are laced together in parallel rows. It is made from pieces of lacquered leather, iron, steel or horn held together with silk, leather thongs, or cotton thread. When the lames are made of leather they are often hardened by a process such as lacquering.
3127
3128Perks: Armor Bonus: +4; Maximum Dex Bonus: +3; Armor Check Penalty: -4; Arcane Spell Failure Chance: 25%; Speed: 20 feet; Weight: 30lbs
3129
3130Cost: 100 gold coins
3131
3132---
3133
3134Plated Chainmail (Medium)
3135
3136A Chainmail hauberk with steel plates attached to protect vital areas. While it does not provide any more encumbrance than a regular suit of chain mail, it is noticeably heavier. Regular suits of Chainmail armor can be converted into Plated Chainmail by paying 25 gold coins for the cost of the steel plates and the regular cost for an armor smith to attach the plates.
3137
3138Perks: Armor Bonus: +6; Maximum Dex Bonus: +2; Armor Check Penalty: -4; Arcane Spell Failure Chance: 25%; Speed: 20 feet; Weight: 35lbs
3139
3140Cost: 175 gold coins
3141
3142---
3143
3144General skill shop
3145
3146Some items are only sold to or given to some classes and now others like books or weapons. Some items may help a spell caster learn the words to a spell or take down notes on a new spell when they had master their last spell. As for melee PCs, they will be given wooded weapons to train their bodies, learning how to swing their weapons, black with a shield or relay on their armor to keep themselves, and their party members, safe. And for range melee users, like a hunter who attack from afar but do physical damage, (their arrows hitting their foes), they will have to learn how to attack with their bows, guns, any kind of cross-bows, etc, without hurting themselves in their training. (Oh and, they have to pay for their things. That’s kind of a big deal, I forgot to say that.)
3147
3148---
3149
3150Apprentice's Book of Catnips (Given to all starters spell casters)
3151
3152The apprentice's book of catnips contains all the spells a soon to be spell-caster will need. This book functions as a spell-caster's spell-book except that it has only 20 pages and may only be used to record catnips. A new apprentice's book of catnips contains all standard 0th level spell-caster’s spells.
3153
3154Cost: 1 gold coin
3155
3156Weight: 0.3 lb
3157
3158---
3159
3160Academic Tome (Rarely, if ever, seen in book store and rarely seen on bosses)
3161
3162These manuscripts are the highly sought-after works of scholars who have scripted their experiences, knowledge of and opinion on various subjects. Some tell of the relationships between the planes of existence. Others detail a few basic rules of engineering and architecture.
3163
3164A PC must study an academic tome for a total of 48 hours for a minimum of six days to gain a plus twp (+2) informed bonus to his Knowledge checks on the particular topic the book discusses, be it local, arcane, religion, etc. The bonus is permanent and stacks with others. Characters can earn only one bonus from each individual tome and must have at least four ranks in the Knowledge skill in which the PC's perusal will improve.
3165
3166Cost 500 gold coins; Weight 2lb
3167
3168---
3169
3170Blasting Kit (Commonly seen own by mine owners, sold in mining stores)
3171
3172A simple, fireproof metal case designed to hold every object for a professional (or not) demolitions man to do his work.
3173
3174Contents:
3175
3176 30 sticks of dynamite
3177 5 Master’s Assured Timers (magically crafted devices that can be set to trigger explosives after an inputted period of time)
3178 5 Mining Trip Triggers (devices that can be connected to a tripwire so that, when the wire is tripped, the attached explosives go off)
3179 5 tripwire sets
3180 One (1) coil of fuse (1 coil = 400 feet)
3181 1 pair of cutting shears
3182 1 fuse whipping kit
3183 1 copy of Proper Demolition: Blowing Things up the Right Way (+5 to all demolitions attempts)
3184 1 box of Sure-Strike Matches (100 count)
3185
3186Weight: 13 pounds.
3187
3188Price: 2,500 gold for complete kit.
3189
3190---
3191
3192Book of Skill (Rarely seen in book stores)
3193
3194These well written books are usually ten-twelve pages long. Reading this book grants a plus two (+2) circumstance bonus to the skill about which the book is written for a twenty-four hour period. The next twenty-four hour period after it is read the bonus lowers to plus one (+1); after the second twenty-four hour period the bonus disappears. The bonus may be regained by rereading the book and the book may be used as often as desired (though the bonus does not stack). It takes approximately five minutes to read a book.
3195
3196Cost: 900 Gold coins; Weight: .5lb
3197
3198---
3199
3200Different type of Cauldron (Can be found at general shops)
3201
3202Cauldrons are used to brew witch crafted items. They can also be used to brew more mundane concoctions, such as stews or soups, or even utilized for laundry. They're often seen in inns, homes, shops, outside in the woods, (or some other areas), by groups, etc.
3203
3204Cauldron, Leather: A leather cauldron is a sheet of leather which can be folded up and carried in a backpack when not in use. It can be used for witch crafting via the Erect Cauldron ability, but imposes a minus one (-1) circumstance penalty to Craft (alchemy) checks made on items (or item components) brewed within it.
3205
3206Cost 15 silver coins; Weight 2lb
3207
3208Tin Cauldron: A tin cauldron enables witchcraft brewing, but grants no bonuses (or penalties).
3209
3210Cost 1gold coins; Weight 10 lb.
3211
3212Iron Cauldron: An iron cauldron grants a plus one (+1) circumstance bonus to Craft (alchemy) checks made on items (or item components) brewed within it.
3213
3214Cost 10 gold coins; Weight 20lb
3215
3216Steel Cauldron: A steel cauldron grants a plus two (+2) circumstance bonus to Craft (alchemy) checks made on items (or item components) brewed within it.
3217
3218Cost 15 gold coins; Weight 25lb
3219
3220Copper Cauldron: A copper cauldron grants a plus three (+3) circumstance bonus to Craft (alchemy) checks made on items (or item components) brewed within it.
3221
3222Cost 10 gold coins; Weight 20lb
3223
3224Steel Cauldron, Copper-bottomed: A copper-bottomed steel cauldron grants a plus five (+5) circumstance bonus to Craft (alchemy) checks made on items (or item components) brewed within it.
3225
3226Cost 20gold coins; Weight 25 lb.
3227
3228---
3229
3230Chef's Tools (Found in cooking shops, have a master level)
3231
3232Chef's Tools contain everything a good cook needs in order to do his work.
3233
3234Master Work Chef's Tools provide a +2 bonus on cooking checks to prepare Poor, Average, or Good meals. Chef's Tools contain numerous pieces that are generally used in conjunction to perform the cooking task needed.
3235
3236Do note that not all pieces will be needed every use and some are optional and can be removed to save weight.
3237
3238Chef's Tools include:
3239
3240Knife Set: 6lbs
3241Wooden Case: 3lbs
3242Drip Pan: .5lbs
3243Wooden Spoon & Spatula: 3lbs
3244Tongs: .5lb
3245Metal Tongs: 4lbs
3246Brush: N/A
3247Pots & Pans: 22lbs
3248Kettle: 3lbs
3249"Grill": 5lbs
3250Camping Oven: 7lbs
3251Table Case: 5lbs
3252
3253Cost: 1,000 gold coins; Weight: 60lbs
3254Master set Cost: 1,500 gold coins; Weight: 60lbs; +2 cooking
3255
3256---
3257
3258Clown's Kit (Can be found in general shops if one looks hard for it)
3259
3260This kit colorful makeup, a rainbow dyed wig and various hilarious gags. It is the perfect tool for causing laughter and gives a +2 circumstance bonus to perform checks involving comedy. A clown’s kit is exhausted after ten uses.
3261
3262Cost 50 gold coins; Weight 8lb
3263
3264---
3265
3266Collection of Epic Tales (Sometimes hard to find in book shows)
3267
3268These collections of leather-bound books contain the most awe-inspiring, captivating stories sung at taverns and told around campfires across the land. A PC must study the books for a total of 48 hours for a minimum of six days to gain a plus two (+2) insight bonus towards Perform checks involving oratory (storytelling, ballads). In addition, the books must be reviewed one day every subsequent month to ensure accuracy and maintain the bonus.
3269
3270Cost 500 gold coins; Weight 40lb
3271
3272---
3273
3274Cook Book (Often seen in cooking shops)
3275
3276A Cook Book functions similar to a spell-caster's Spell Book with minor differences. One recipe takes one page and in order to write in a recipe a you must have at least five ranks in Knowledge: Cooking. To use someone else's Cook Book Knowledge: Cooking check must be made with a DC of 15.
3277
3278Attempting to cook a meal without a recipe increases the Cooking check DC by 5.
3279
3280Quality ---- DC ---- No Cook Book
3281
3282Poor ---- 5 ---- 10
3283Good ---- 10 ----15
3284Average ---- 15 ---- 20
3285
3286Cost: 20 gold coins; Weight: 3lbs
3287
3288---
3289
3290Large Crowbar (found on wandering merchants and sometimes in mining shops)
3291
3292Description/Summary: A crowbar, or pry bar, is an object used for prying open chests, doors, and other large items that might be jammed shut. Crowbars are usually about three feet long and made from a common, strong metal such as iron or steel. Standard configuration is two ends, each with a flattened wedge tip (often with small fissures on each end for removing nails), one end being bent in a hook-like fashion to give the user more leverage.
3293
3294Type: Two-Handed Improvised Melee Weapon
3295
3296Damage (Medium Size): 1d6 Bludgeoning; x2 critical
3297
3298Notes (In Game rules):
3299
3300Plus four (+4) Circumstance Bonus to STR checks to pry open objects such as doors, chests, etc, (At DM's discretion).
3301Ignores one (1) point of Hardness
3302Plus two (+2) to disarm/trip
3303
3304Weight: 12 lbs
3305
3306Cost: 2gold coins
3307
3308---
3309
3310Small Crowbar (found on wandering merchants and sometimes in mining shops)
3311
3312Crowbar, Small: A crowbar grants a plus one (+1) circumstance bonus on Strength checks made to force open a door or chest. If used in combat, treat a small crowbar as a one handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
3313
3314This item is usually used for the pack-rat or weight worried adventurer. It's also a grand item for Tiny or Small, or other small species.
3315
3316Cost: 2 gold coins; Weight: 2.5lb
3317
3318---
3319
3320Forgery kit (Found on wandering merchants and in Plague Force Empire as well as Shadow claws Empire)
3321
3322Forgery kit is used to forge documents, passports, etc. It gives a plus two (+2) bonus to Forgery check. Forgery kit has different kinds of inks and ink pens, a stamp with a possibility to change letters in the stamp text, and all different kind of blank papers (size, color, and thickness).
3323
3324Price: 30 gold coins. Forgery kit is exhausted after ten uses.
3325
3326---
3327
3328Grapnel (found on wandering merchants, sometimes in back ally dealers)
3329
3330A grapple is simply a puckered ball at the end of 50 feet of rope (silk or normal) that can attach to any 1" smooth surface. It can hold up to 300 lbs. Requires DC 13 Use Rope check, DC 15 Climb check.
3331
3332Uses: Climbing up walls, retrieving items from a distance (or other beings), be creative!
3333
3334Cost: 56. Gold coins; Weight 80lbs
3335
3336---
3337
3338Guitar (General shops can have them)
3339
3340A guitar is like a lute with curved-in sides. A masterwork guitar provide a plus two (+2) circumstance bonus on Perform checks involving its use. A character with a legendary guitar, at least four ranks in Perform (stringed instruments) and the Bardic Music ability can create special effects with it. A character with four ranks gains a plus one (+1) extra bonus to Inspire Courage. A character with 8 ranks grants an additional plus two (+2) to Inspire Competence. A character with 12 ranks can create a heroism effect, as the spell.
3341
3342Item ---- Cost ---- Weight
3343
3344Common Guitar ---- 5 gold coins ---- 3lbs
3345Masterwork Guitar ---- 100 gold coins ---- 3lbs
3346Legendary Guitar ---- 500 gold coins ---- 3lbs
3347
3348---
3349
3350Gun stub (Only found at the Empire Cyborgs of Eternity)
3351
3352This is a graft which a character can acquire on the stub of or in place of a forearm. It functions as the socket to which an Arm gun can be attached and allows the wielding of such weapons.
3353
3354Because the character no longer has a hand or forearm, the character cannot wield a normal weapon in that hand and cannot bear or wield a shield with that hand or arm. He cannot perform tasks that require two hands (like casting a spell with a somatic component or wielding a weapon in two hands) without using a Socket hand. The character takes a permanent −2 penalty to Dexterity, which cannot be removed by any means.
3355
3356----
3357
3358Poisons
3359
3360Poisons are often used for taking down a foe from within and out as the user attacks them. Poisons come in many ranges from the very weak poisons that work as penalizations to the powerful of stopping the prey's heart.
3361
3362To determine if a poison is available, the PC can make a Gather Information check (DC 10 + craft poison modifiers). Succeeding by five (5) or more lets the PC purchase them at the 1/6 rate, while normal success lets you purchase them at the 3/4 rate. Failure means the PC cannot find any at all. Failure by five (5) or more alerts the authorities to the PC's actions. What happens then depends on what the authorities think of poison making.
3363
3364Poisons can be made by the PCs or gotten from NPCs. Generally speaking, poisons are like food, they will become weaker, or 'rot' over time. Depending on how powerful the poison is will tell how long the poison is useful before it go ‘bad’ and the PC needs to make some new poisons.
3365
3366Example number one:
3367
3368Name: Dragon’s fire
3369Delivery: Contact
3370Effect: Dragon’s fire deals 20 fire damage to the target if they fail their saving throw against the poison.
3371Save: The target will take 2 fire damages
3372Onset: Ten minutes
3373Duration: instant duration
3374Cost: 320 gold coins
3375Brewing: 1 hour and 15 minutes
3376
3377----
3378Example number two:
3379
3380Name: Luxray’s furry
3381Delivery: Ingested
3382Effect: Luxray’s furry affects the body making eater have hallucinations and restlessness, making them unable to sleep and make them see things that isn’t there, namely, a pack of Luxrays attacking the hallucinating prey. Deals 30 damage if it goes past two hours
3383Save: The effect ends and the one who take it wouldn’t feel anything, have to do a rolling saving throw once an hour.
3384Onset: Ten minutes to get started
3385Duration: Up to 24 hours
3386Cost: 225 gold coins
3387Brewing: 8 hour and 15 minutes
3388
3389---
3390
3391Example number three:
3392
3393Name: Spider’s kiss
3394Delivery: Injected
3395Effect: Spider’s kiss affects the foe’s vision, making them have blurred vision, giving them -2 attack damages when it comes to attack rolls. They will feel a bit of numbness where ever the poison came into the body and take a -3 to AC rolls when it comes to melee attacks. They will take 45 damage from the poison, it last for one day.
3396Save: They will have to take at least two hours to sleep if the poison fails to keep working. They will take 10 damages from getting over the poison and beat the poison.
3397Onset: Ten minutes
3398Duration: Up to 24 hours
3399Cost: 255 gold coins
3400Brewing: 11 hours and 15 minutes
3401
3402---
3403
3404 Herbs
3405
3406Herbs within this game can be found all over the world, growing in lakes, between rocks and so on. Unless otherwise indicated in text, any cut herbs and preparations of herbs only have a shelf life of 3d6 weeks. Dried herbs have a shelf life of 1d4 years if kept in a sealed container away from moisture (but not all of these herbs can be used in a dried form). Potions, on the other hand, have an indefinite lifespan - which is why they're more expensive yet still desirable.
3407
3408A rule of thumb for purchasing is that the chance of purchasing an herb in a large city WITHIN its native region is equal to the chance of finding it in the wild (and the price will remain the same); the chance of purchasing an herb in a large city OUTSIDE of its native region is equal to half the chance of finding it in the wild (and the price will be half again as much); and the chance of purchasing an herb in a large city OPPOSITE of its native region (eg., artic vs. desert) is one quarter of the chance of finding it in the wild (and the price will be doubled or tripled).
3409
3410NAME: This is what the herb is called.
3411
3412Available: This is the time of year when the herb is more likely to be available, and the percentage chance for a PC who searches for the herb for one day finding it.
3413
3414Locale: This describes the region in which the herb can be found.
3415
3416Preparation: This describes how long an herb needs to be prepared before it can be used.
3417
3418Cost: The cost before the '-' is the cost of the herb in raw form. The cost after the '-' is the cost of buying the herb ready to use.
3419
3420Uses: The number of uses indicates how much of the herb can be found at any one time.
3421
3422Ability Check: The ability check is the value that must be rolled under on a d20 for the use of the herb to be successful. If the ability check is listed as '?' it means that the herb may or may not have the powers attributed to it, if the ability check is listed as '-' then no ability check is needed for success.
3423
3424Description: This section describes what the herb can do or looks like.
3425
3426----
3427Electabuzz bite
3428Available: Spring 10%
3429Locale: Any type of garden
3430Preparation: 3 days
3431Cost: 5 - 15 gold coins
3432Uses: 1
3433Ability Check: Intelligence -2
3434The herb has one leaf which grows from a stalk about three inches from the ground. Its appearance gives it its name. The leaf must be boiled in olive oil and set in the sun for three days. At the end of that time the infusion can be used as a balm for wounds. In the event that the wound is infected the balm will draw out the infection within one day. However for that one day the damage caused by the infection will be twice as severe. If the wound is not infected the balm will increase the rate of healing by 1 hp for that day.
3435
3436---
3437Blissey's kiss
3438Available: Summer 30%
3439Locale: Forests
3440Preparation: 1 week
3441Cost: 2 - 8 gold coins
3442Uses: 3
3443Ability Check: Intelligence
3444Blissey's kiss reaches a height of 1 to 2 feet. It has leaves up to seven inches long, which are serrated, green on top and white underneath. It has yellow flowers with five petals which are arranged in a spike on top of the stem. Its dried leaves must be boiled in a pint of red wine for five minutes, and then left to stand for an hour. It should then be used on sprains and bruises in a compress. A successful application will cure sprains and bruises in half the normal time.
3445
3446----
3447Alakazam's 3rd eye
3448Available: Winter 5%
3449Locale: Mountains
3450Preparation: 1 week
3451Cost: 100 - 1000 gold coins
3452Uses: 1
3453Ability Check: Intelligence
3454The roots of this plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, sight will be restored to the recipient provided the eye remains.
3455
3456---
3457Steel type blood
3458Available: Summer 30%
3459Locale: Temperate Rural
3460Preparation: none
3461Cost: 2 gold coins
3462Uses: 1
3463Ability Check: Intelligence -4
3464This plant has a thick red root, narrow hairy leaves, and small red or blue flowers. The root can be eaten directly upon being drawn out of the ground but will only keep for a week or so. The herb allows a +1 bonus to any saving throw vs. ingested poisons for 1d8 hours after eating.
3465
3466---
3467Synchronize's herb
3468Available: Autumn, winter 55%
3469Locale: Temperate Grassland
3470Preparation: none
3471Cost: 5 - 5 copper coins
3472Uses: 2
3473Ability Check: Intelligence
3474The leaf of Synchronize's herb applied to a wound, will double the natural healing rate of burns and minor cuts.
3475
3476---
3477Venusaur's leaf
3478Available: Spring 40%
3479Locale: Rivers, Rural
3480Preparation: 3 days/ 1 week
3481Cost: 50 - 50 gold coins
3482Uses: 1
3483Ability Check: Intelligence -2
3484The lilac flowers can be prepared into a potion that rapidly cures wounds (3d6 if properly prepared (for 1 week), 1d4 if poorly prepared (for 3 days))
3485
3486---
3487Baby Oddish leaf
3488Available: Summer 30%
3489Locale: Mountains
3490Preparation: 1 hour
3491Cost: 5 silver coins - 1 gold coins
3492Uses: 2
3493Ability Check: Intelligence -3
3494Baby Oddish leaf's root should be boiled in water for an hour and then drunk in order to relieve coughs. The plant can grow to a height of eight feet. It has a hollow stem and has large, broad pointed leaves at the base of the stem. It has a cluster of white or pink flowers at the top of the stem. The herbs does not in any way act as a cure for any disease causing a cough, it merely reduces the amount of coughing.
3495
3496---
3497Rattata's bite
3498Available: Summer 30%
3499Locale: Coastal Regions
3500Preparation: none
3501Cost: 75 - 75 gold coins
3502Uses: 1
3503Ability Check: Intelligence -4
3504The root must be applied to a bleeding wound. Within three rounds it will have stopped the bleeding. The recipient must not move for one turn or risk the wound reopening.
3505
3506---
3507Glaceon's hug
3508Available: Summer 30%
3509Locale: Swamp
3510Preparation: none
3511Cost: 5 - 5 silver coins
3512Uses: 1
3513Ability Check: Intelligence -2
3514This white flowering plant has black seeds and roots with a sharp taste. The root, when brewed, makes a hot, peppery decoction that helps alleviate common colds, flu and congestions (doubles recovery time, adds +2 to Constitution rolls to prevent colds in bad weather).
3515
3516---
3517Hard Squirtle shell
3518Available: Autumn, winter 50%
3519Locale: Rivers
3520Preparation: 1 day
3521Cost: 2 sp/ 3 sp
3522Uses: 4
3523Ability Check: Intelligence -6
3524If the stem of Hard Squirtle shell is bound up in the dressing of a fracture, it wills double the rate of healing for that fracture.
3525
3526---
3527Vileplume flower
3528Available: Summer 25%
3529Locale: Mountains
3530Preparation: none
3531Cost: 1 - 10 gold coins
3532Uses: 1
3533Ability Check: Intelligence -6
3534This plant grows to a height of 1 to 2 feet. It has a hairy stem on which its leaves are arranged in pairs. It has orange flowers. These flowers should be plucked and dried, and then boiled in a liter of beer. This should be applied to a compress which is wrapped around a bruise. A successful application will cause the bruise to fade within one day. The pollen of the flowers if inhaled will cause uncontrollable sneezing.
3535
3536---
3537Lucario's 2nd try
3538Available: Autumn 70%
3539Locale: Temperate Grassland
3540Preparation: none
3541Cost: 6 - 6 gold coins
3542Uses: 5
3543Ability Check: Intelligence -1
3544The leaf of this plant should be applied to the site of ligament, cartilage, or muscle damage. If used successfully, it wills double the speed of healing of such damage.
3545
3546---
3547Kind Infernape
3548Available: Spring 10%
3549Locale: Temperate Forest
3550Preparation: 1 day
3551Cost: 3 - 7 gold coins
3552Uses: 2
3553Ability Check: Intelligence -6
3554Kind Infernape is a creeping vine with many small leaves each on their own small stalk. It also has small purple flowers. These flowers must be brewed up on a fire and left to stand. When administered successfully to someone, they must save vs. poison or be rendered docile, and incapable of violence for 3d8 hours. The brew has a distinctive purple color, and bitter taste, so to be given secretly in food; the food must be able to hide these attributes.
3555
3556---
3557Torterra's berry
3558Available: Summer 20%
3559Locale: Temperate Rural
3560Preparation: 3 hours
3561Cost: 4 - 9 gold coins
3562Uses: 2
3563Ability Check: Intelligence -11
3564The Torterra's berry plant has sharp thorns on its twigs. It can obtain a height in excess of eight feet. It has roughly oval shaped leaves, which are smooth with toothed edges. It has pale yellow flowers which produce oval red berries, with a small black dot at their tip. Barberries should be ground up in cold water and be left to stand in cold water, and then boiled quickly. This mixture should be drunk as a cure for liver disorders such as jaundice. If successfully administered the cure should take effect within two weeks. However three failed applications mean that there is never any hope of cure by this method.
3565
3566---
3567Of a Tropius
3568Available: Always 90%
3569Locale: Temperate Rural
3570Preparation: none
3571Cost: 10 - 10 silver coins
3572Uses: 1
3573Ability Check: Intelligence
3574Of a Tropius is very easily found due to the fact that its flower stalks often obtain a height of 8 feet or more. It’s clear yellow flowers cover about 3 feet of the top of the stalk, and form a long funnel about an inch or two in diameter. If the leaves of this herb are applied to a burn within one hour, it will reduce the damage taken from the burn, by half.
3575
3576---
3577Serperior's bite
3578Available: Summer 30%
3579Locale: Temperate Rural
3580Preparation: none
3581Cost: 3 - 3 silver coins
3582Uses: 1
3583Ability Check: Intelligence -3
3584Serperior's bite must be used almost immediately on being picked. The leaves should be applied to the bite of a venomous creature, and it will then have the effect of drawing out the poison. It will give a bonus of +4 to the saving throw vs. poison, or if the save has already been made and failed, it will allow a second saving throw at normal values. Any damage already sustained will remain. The herb has one upright stalk, and small white flowers.
3585
3586---
3587Vespiquen's order
3588Available: Always 20%
3589Locale: Temperate
3590Preparation: none
3591Cost: 3 - 3 silver coins
3592Uses: 1
3593Ability Check: Intelligence +2
3594A small succulent that, when crushed, tends to repel parasitic insects, including mosquitoes and the like. It has a pungent but not unpleasant odor. (Lasts 1d6 hours but can be washed or sweated off, it’s easily noticed by tracking animals.)
3595
3596---
3597Poliwag's weed
3598Available: Summer 45%
3599Locale: Temperate Rural
3600Preparation: 3 weeks
3601Cost: 4 -10 gold coins
3602Uses: 3
3603Ability Check: Intelligence -6
3604Poliwag's weed is a small plant with pale blue flowers, and small pale green leaves. This herb will protect people from Plague (+5 bonuses to saves vs. disease). It is drunk in wine, and is effective for one week. In plague years, its price increases rapidly.
3605
3606---
3607Leftover-root
3608Available: Summer 30%
3609Locale: Temperate
3610Preparation: none
3611Cost: 4 - 4 gold coins
3612Uses: 1
3613Ability Check: Intelligence -2
3614A tall plant with small, bell-shaped violet flowers and complex roots that are black on the outside and white on the inside. Leftover-root’s roots can be applied to fresh wounds in order to promote quick healing (applied immediately, gives 1d4 back to character at once).
3615
3616---
3617Umbreon rose
3618Available: Spring, summer 5%
3619Locale: Temperate
3620Preparation: none
3621Cost: 100 - 100 gold coins
3622Uses: 1
3623Ability Check: Intelligence -2
3624This rare rose is easily identified by its black, velvety flower and long white thorns. The thorns are hollow and absorb liquids at a rate of a pint every 5 minutes. The liquid is stored in the plant's fibrous roots. The Umbreon rose's roots are often used to draw poison from wounds or, placed under the tongue, to absorb alcohol and prevent intoxication.
3625
3626---
3627Mother's care
3628Available: Spring 30%
3629Locale: Temperate Forest
3630Preparation: 5 days
3631Cost: 1 -10 gold coins
3632Uses: 1
3633Ability Check: Intelligence -3
3634This plant has hollow, hairy cylindrical stalks which grow to a height of 1 to 2 feet. It has drooping flowers, red or blue in color, which are shaped as a five pointed star at the top of the stem. The dried herb should be boiled in water and the infusion drunk. It is used to cure minor fevers such as those caused by chills, and influenza. It will relieve the fever in 1d3 hours.
3635
3636---
3637Snorlax's sleep
3638Available: Always 55%
3639Locale: Swamp
3640Preparation: 3 days
3641Cost: 2 sp/ 3 sp
3642Uses: 2
3643Ability Check: Intelligence +3
3644Snorlax's sleeps are tall straight stemmed plants with many small flowers at the top of the stalk. These flowers must be ground into an ointment which is applied to a person’s eyes or tongue. This herb will put someone to sleep for 3d12 hours. A roll of 1 on the ability check will put the person into a coma.
3645
3646---
3647Lucario's aura
3648Available: Summer, autumn 5%
3649Locale: Desert
3650Preparation: 1 hour
3651Cost: 10 - 10 gold coins
3652Uses: 1
3653Ability Check: Intelligence
3654Lucario's aura is made of the small coffer nut that is ground into a powder and brewed into a dark, sweet-smelling beverage, traditionally with a goat's milk base. Like cafe or black tea, coffee can be used to delay sleep, but it has the side effect of making the ingested more psychically sensitive; psionicists' skills are greatly enhanced and even the unsighted are more sensitive to nuances in the environment and in others' manners, sometimes even to the point of detecting "auras" around certain objects.
3655
3656(Raises Wisdom (Intuition) by 1 for every 2 cups imbibed, to maximum of 19. Drinking 3-4 cups in one day causes jumpiness that increases as more is imbibed. Those who drink 5 or more cups in one day become slightly physically addicted to the substance and suffer headaches and mild stomach pains when their usage is cut back.)
3657
3658---
3659Furret's meds
3660Available: Autumn 30%
3661Locale: Jungle
3662Preparation: 1 week
3663Cost: 5 - 25 gold coins
3664Uses: 1
3665Ability Check: Intelligence -2
3666A dark nut that grows on the Furret tree in tropical jungles. When the husk is dried, ground and ingested, it thins the blood and strengthens internal organs, helping to prevent heart attacks. (If taken regularly, prevents heart attacks except under extreme duress. Addictive; causes nausea, dizziness and an increased chance of cardiac arrest if quit under unsupervised conditions after repeated use.)
3667
3668---
3669Shinx's tail
3670Available: Summer 75%
3671Locale: Temperate Forest
3672Preparation: 1 week
3673Cost: 1 - 3 gold coins
3674Uses: 1
3675Ability Check: Intelligence -6
3676Shinx's tail is a small plant with long thin spear shaped leaves rising from its base, and a single long, thin, soft flower at the top of the stalk. This herb when made into a salve will heal all damage to a person's heel.
3677
3678---
3679Ditto's power
3680Available: Summer 10%
3681Locale: Temperate Rural
3682Preparation: 1 hour
3683Cost: 10 - 15 gold coins
3684Uses: 1
3685Ability Check: Intelligence -5
3686This plant creeps along the ground on long slender string like stalks. It has five or seven part leaves, and small yellow flowers. The stalks must be boiled in white wine or vinegar and then drunk. The herb will then acts as an aphrodisiac, and increase the recipients Charisma (Appearance) by 1 for 1d4 hours.
3687
3688---
3689Night's eye
3690Available: Autumn 40%
3691Locale: Temperate Forest
3692Preparation: 2 weeks
3693Cost: 3 – 7 gold coins
3694Uses: 1
3695Ability Check: Intelligence -2
3696These tiny yellow flowers will, if eaten, cause dimness of the sight for several hours. This dimness means that in full light the character will see as if on a moonlit night. This herb does affect those with infravision or ultravision.
3697
3698---
3699Deadly nightshade
3700Available: Summer 75%
3701Locale: Forest
3702Preparation: 1 week
3703Cost: 4 – 8 gold coins
3704Uses: 4
3705Ability Check: Intelligence +3
3706This plant can grow up to five feet tall. It has soft green spreading leaves and purple flowers and berries. The berries must be left to stand in water for a week and the distillation drunk. Deadly nightshade will put someone to sleep for 4d8 hours. They cannot be woken. A roll of 1 will kill them; a roll of 20 will render them insane.
3707
3708---
3709Elfish Gardevoir
3710Available: Spring, summer 35%
3711Locale: Artic Forest
3712Preparation: 1 week
3713Cost: 1 - 2 gold coins
3714Uses: 5
3715Ability Check: Intelligence -4
3716Elfish Gardevoir grows to about four feet in height. It has a triangular stem on which grows a tuft of grass like flowers. The roots are boiled and left to stand for a week and the resulting decoction is then drunk. This herb increases the flow of blood. This is very useful when a person is cold. However if a person is bleeding, either internally or externally, or is wounded it will double the speed of loss of blood. Its effect lasts 1d6+1 hours.
3717
3718----
3719Mankey attack
3720Available: Spring, summer 55%
3721Locale: Temperate Forest
3722Preparation: 2 weeks
3723Cost: 3 - 6 gold coins
3724Uses: 5
3725Ability Check: Intelligence +3
3726The brown seeds of this herb (which has deep blue flowers) if chewed remove all pain from a characters wounds. It will also prevent a character from feeling anything. He could walk through a fire and feel no pain. There is a 10% chance per hour that a character moving normally will suffer 1d2 hp damages, while under the influence of this herb. This occurs because the character does not notice minor bruises or scratches.
3727
3728---
3729GaraGara's Bonemerang
3730Available: Summer 55%
3731Locale: Temperate Rural
3732Preparation: 2 weeks
3733Cost: 2 - 4 gold coins
3734Uses: 2
3735Ability Check: Intelligence -7
3736The effects of this herb last for two hours. During this time the character can function at negative hit points, or beyond the point of exhaustion. GaraGara's Bonemerang can grow to be taller than a man. It has a stiff and angular stem, reddish brown in color. It has deeply incised smooth leaves which are dark green on top and silvery white underneath. It has small, yellow-green or yellow-red flowers arranged in long spikes at the top of the stem. THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
3737---
3738
3739
3740Classes
3741
3742Elemental Shaman
3743
3744Shamans are spiritual visionaries of their tribes and clans. They are spiritual warriors who can see into the world of spirits and communicate with creatures invisible to eyes of normal beings. They are often used to talk to the dead hen acts of murder happen and when a family wants to say ‘goodbye’ to their fallen member of their clan, family member, group, etc. Although the shaman may seem wise and serene at first glance, they are a formidable foe; when angered, their wrath is as fierce as those who have a connection to Eternals or nature.
3745
3746Making an Elemental Shaman
3747
3748Elemental Shamans are skilled with their spells, being allowed to bend and whip the elements to their will. The power behind the Elemental Shaman can only be done by the four elemental masters, Fire Element master; Reun, Water Element master; Sciarianes, Earth Element master; Zeme and Wind Element master; Asicrocic. Each of the masters makes a pack with the Elemental shaman, letting the shaman use their powers. At any given time the Element master pick to break the back for whatever reason, the shaman’s power can be taken away.
3749
3750Abilities: The most important ability score to an elemental shaman is Intelligence, seeing as it is their key ability score for manifesting powers and determining bonus power points. Second most, being Wisdom and Constitution are important in working up an elemental shaman's defense, increasing their health to make up for their small HD, and increasing their AC to compensate for their lack of the ability to good armor, two saving throws are also based on these ability scores, making them wise to invest in for defense. Wisdom is also valuable for this same reason actually. Strength is not recommended for an elemental shaman to invest in.
3751
3752Where the class can only be found: True Green Empire
3753
3754Alignment: Neutral, good or better
3755
3756Starting Gold: 3d12×10 gold coins (30 to 360 gold coins)
3757
3758Starting Age: Twenty (20) years
3759
3760Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
37611 ---- +0 ---- 0/0/2 ---- Lightning Bolt, Healing Wave ---- 3/1/0/0/0/0/0/0/0
37622 ---- +0 ---- 0/0/2 ---- Earth Shock, Frost-brand ---- 4/1/0/0/0/0/0/0/0
37633 ---- +1 ---- 1/0/3 ---- Stone skin ---- 4/2/0/0/0/0/0/0/0
37644 ---- +2 ---- 1/1/3 ---- Earth-bind ---- 4/3/1/0/0/0/0/0/0
37655 ---- +3 ---- 2/1/4 ---- Lightning Shield, Flame Shock ---- 4/4/1/0/0/0/0/0/0
37666 ---- +3 ---- 2/1/5 ---- Flame-tongue Weapon, Strength of Earth Totem ---- 4/4/2/0/0/0/0/0
37677 ---- +4 ---- 3/1/5 ---- Ancestral Spirit, Ghost wolf, Frost Shock ---- 4/4/3/0/0/0/0/0/0
37688 ---- +4 ---- 3/1/5 ---- Healing Stream Totem ---- 4/4/4/4/0/0/0/0/0
37699 ---- +5 ---- 3/1/6 ---- Flame-tongue Totem ---- 4/4/4/4/0/0/0/0/0
377010 ---- +5 ---- 3/2/6 ---- Water Walking, Earth-living ---- 4/4/4/4/1/0/0/0/0
377111 ---- +6 ---- 3/2/7 ---- Call of the Elements ---- 4/4/4/4/2/0/0/0/0/0
377212 ---- +6 ---- 3/2/7 ---- Wind-fury Weapon ---- 4/4/4/4/3/0/0/0/0
377313 ---- +6 ---- 3/2/8 ---- Chain Lightning ---- 4/4/4/4/4/0/0/0/0
377414 ---- +7 ---- 3/3/8 ---- Wind-fury Totem, Earth Elemental Totem ----4/4/4/4/4/1/0/0/0
377515 ---- +7 ---- 3/3/8 ---- Fire Elemental Totem ----4/4/4/4/4/2/0/0/0
377616 ---- +7 ---- 3/3/9 ---- Bloodlust ---- 4/4/4/4/4/3/0/0/0
377717---- +8 ---- 4/3/9 ---- Lava Burst ---- 4/4/4/4/4/4/0/0/0
377818 ---- +8 ---- 4/3/9 ---- Elemental Mastery, Hex ---- 4/4/4/4/4/4/1/0/0
377919 ---- +8 ---- 4/3/10 ---- Thunderstorm, Unleash Elements ---- 4/4/4/4/4/4/2/0/0
378020 ----+9 ---- 4/4/10 ---- Healing Rain, Spirit-walker's Grace ---- 4/4/4/4/4/4/3/0/0
3781
3782---
3783The planes (Astral Plane) (Int), the planes (elementals), the planes (magic related to the planes) (int), Nobility and royalty (family trees) (int), Nature (weather) (int), Geography (lands) (int), Listen (Wis), Profession (Wis), Concentration (Con)
3784---
3785Weapon and Armor Proficiency: A Elemental Shaman is proficient with all simple and spell caster weapons (I.E., Axes (one handed), Maces (one handed), Pole Arms (two handed), Staves (two handed), Daggers (one handed), Fist (one handed) and Relic)) and leather armor and shields (excluding tower shields).
3786----
3787
3788Lightning Bolt is a Nature-based direct 1d10 damage spell. It is the only spam-able damage spell for the Shaman and one of the primary damage spells for elemental Shamans.
3789
3790Healing Wave is the first healing spell that a Shaman starts with. It is a shaman's most powerful single-target heals, and in most cases, it is also the most efficient with a 1d20.
3791
3792Earth Shock is an instant cast spell that causes an amount of 1d10 nature damage and reduces the target's attack speed by ten (10) feet for two turns.
3793
3794Frost-brand Weapon imbues the Shaman's weapon with frost. Each hit has a chance of causing 1d20 additional Frost damage and slowing the target's movement speed by ten (10) feet for three (3), lasts twelve (12) hours. (Unleash Frost unleashes the Frost-brand enchantment upon the Shaman's weapon, dealing three to 1d10 Frost damage to a target enemy and reducing their movement speed 20 feet for two turns. This increased in the effectiveness if the target is already afflicted by a movement-slowing Frost effect.)
3795
3796Stone skin Totem is a totem that decreases the damage of all party and user by two points (round down to the nearest number if needed), within thirty (30) feet of this totem.
3797
3798Rock-biter Weapon imbues the Shaman's weapon with the fury of the earth, reducing damage taken by two points, lasts twelve (12) hours.
3799
3800Earth-bind Totem is an Area of Effect (AoE) de-buff snare. It slows the enemies in radius of ten (10) feet to it. They will be slowed down for three (3) turns that get to twenty (20) feet radius of this totem
3801
3802Lightning Shield is a nature-based buff. When getting attacked, it does direct, 1d20 damage to the attacker, it has only three charges.
3803
3804Flame Shock is one of the three shocks spells available to shamans, a DoT (Damage over Time) spell that hurt the foe for each turn, up to five (5). The Foe have to a saving throw to have a resistance for that turn to not to get hurt.
3805
3806Flame-tongue Weapon is a temporary weapon enhancement that does fire damage and increases spell damage for one day or untilled killed. Flame-tongue Weapon gives plus one (+1) damage to the entire shaman's spells for that day. The spell can only be used once every three days. (Unleash Flame unleashes the Flame-tongue enchantment upon the Shaman's weapon, dealing three to four Fire damage to target enemy and increasing the damage dealt by the Shaman's next Fire spell by one (1) point.)
3807
3808Strength of Earth Totem buffs party and raid members and the caster with temporary strength and Dexterity bonuses of a plus one (+1) attributes within twenty-five (25) yards of the totem.
3809
3810Ancestral Spirit returns the spirit to the body, restoring a dead target to life with 20% health. This spell cannot be cast when in combat.
3811
3812Ghost Wolf turns the Shaman into a Ghost Wolf, increasing speed by twenty (20) feet for each turn. As a Ghost Wolf, the Shaman is less hindered by effects that would reduce movement speed.
3813
3814Frost Shock instantly shocks the target with frost, causing 1d20 of Frost damage and slowing movement speed by fifteen (15) feet, lasts three (3) turns.
3815
3816Healing Stream Totem is a healing totem that last for four (4) turns that heals group members within 30 feet for 2% HP for every turn.
3817
3818Water Breathing allows the target to breathe underwater for 12 hours; requires shiny fish scales.
3819
3820Far Sight changes the caster's viewpoint to the targeted location. It lasts ten minutes, only useable once every four hours. It’s only useable outdoors.
3821
3822Flame-tongue Totem is summoned at the feet of the caster. Party and raid members within thirty (30) feet of the totem have their spell damage and healing increased by up to two (2) points, lasts five (5) turns.
3823
3824Water Walking allows the friendly target to walk across water for ten (10) minutes. Any damage will cancel the effect, requires Fish Oil.
3825
3826Earth-living Weapon imbues the Shaman's weapon with earthen life. Increases healing done by three (3) hit points and each heal has a dc of eighteen (18)chance to proc Earth-living on the target, healing an additional 5 hp over two (2)turns, lasts twelve (12) hours.
3827
3828Call of the Elements, simultaneously places up to four (4) totems specified on the ground at the caster's feet. This can only been done once a day and locks out those totems for that time.
3829
3830Wind-fury Weapon imbues the Shaman's weapon with wind. Each hit has a 1d20 dc of seventeen (17) of chance of dealing additional damage equal to two extra attacks with two (2) damage points, lasts twelve (12) hours. (Unleash Wind unleashes the Wind-fury enchantment upon the Shaman's weapon, dealing 1d10 of weapon damage to the target enemy.)
3831
3832Chain Lightning hurls a lightning bolt at the enemy, dealing 1d20 of Nature damage and then jumping to additional nearby enemies. Each jump reduces the damage by one (1) point, affects three (3) total targets.
3833
3834Wind-fury Totem summons a Wind-fury Totem the feet of the caster. The totem provides 10 feet haste to all party and raid members within thirty (30) feet, lasts two (2) turns.
3835
3836Chain Heal heals up to three (3) friendly targets. Each jump reduces the effectiveness of the spell by two (2) points.
3837
3838Earth Elemental Totem summons forth a greater earth elemental, Zeme, to protect the caster and their allies, least four (4) turns.
3839
3840Fire Elemental Totem summons that calls forth a greater earth elemental, Reun, to protect the caster and their allies, least four (4) turns.
3841
3842Bloodlust increases melee, ranged, and spell casting damage by three (3) points for all party and raid members, least for three (3) turns. After the completion of this effect, those affected will be unable to benefit from Bloodlust again for a week.
3843
3844Lava Burst, you hurl molten lava at the target, dealing five (5) Fire damage. If your Flame Shock is on the target, Lava Burst will deal a critical strike.
3845
3846Hex transforms the enemy into a frog. While hexed, the target cannot attack or cast spells. Damage caused may interrupt the effect, lasts three (3) turns. Only one target can be hexed at a time. Only works on Humanoids and Beasts.
3847
3848Elemental Mastery, when activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell is given one free cast spell. In addition, you deal two (2) spell damages for two (2) turns. This spell can only be use once every four (4) days.
3849
3850Thunderstorm, you call down a bolt of lightning, energizing you and damaging nearby enemies within ten (10) feet. Spell deals four (4) Nature damage points to all nearby enemies, knocking them back twenty (20) feet. This spell can only be used once every four (4) days.
3851
3852Unleash Elements focuses the elemental force imbued in the Shaman's weaponry, with the concentrated effects depending on the enchantment unleashed. (See individual weapon imbue spell for details regarding the effects of unleashing each.)
3853
3854Healing Rain calls forth healing rains to blanket the area targeted by the Shaman, restoring five to eight (8) hit points to allies in the area every turn for three (3) turns. Healing effectiveness diminishes for each player beyond six (6) within the area.
3855
3856Spirit-walker's Grace calls upon spiritual guidance, permitting movement while casting non-preplan Shaman spells, two (2) spell in all. This spell may be cast while casting other spells, lasts three (3) turns.
3857
3858----
3859
3860Affliction Warlock
3861
3862Warlocks are masters of the dark arts, devoted to furthering their understanding and use of shadow and Fire based magic’s, along with the summoning of demons from within the Twisting Nether. Warlocks are used as damage dealers, but can store the target´s soul to resurrect or heal oneself by draining enemy's life. The warlock can summon an Imp without a Soul Shard.
3863
3864Warlocks are former arcanists, or in this case, former shamans from the True Green Empire, who, in pursuit of ever-greater sources of power, have cast off their studies of the arcane or nature magic to delve deeper into the darker, fel-based magic of shadow.
3865
3866Warlocks are known to slowly damage over time the health of their targets through curses, demonic minions, fear spells, and other magic, including some more direct damage spells.
3867
3868Making a Affliction Warlock
3869
3870Abilities: The most important ability score to an affliction warlock is their intelligence, seeing as it is their key ability score for manifesting powers and determining bonus power points. Second most being Constitution is important in working up an affliction warlock's defense, increasing their health to make up for their small AC to compensate for their lack of the ability to wear good armor. Strength is not recommended for an affliction warlock to invest in. Warlock abilities are spells hailing from a school of magic: Affliction (slow and steady damage).
3871
3872Where the class can only be found: Shadow claws Empire
3873
3874Alignment: Between Neutral Evil and Chaotic evil
3875
3876Starting Gold: 2d20×10 gold coins (20 to 400 gold coins)
3877
3878Starting Age: Unknown
3879
3880
3881Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
38821 ---- +0 ---- 0/0/2 ---- Shadow Bolt, Demon Skin ---- 2/1/0/0/0/0/0/0/0
38832 ---- +0 ---- 0/0/2 ---- Summon Imp, Immolate, Corruption ---- 3/1/0/0/0/0/0/0/0
38843 ---- +1 ---- 0/1/2 ---- Drain Life, Demon Armor ---- 4/2/0/0/0/0/0/0/0
38854 ---- +2 ---- 1/1/3 ---- Drain Soul, Health Funnel, Curse of Agony ---- 4/2/1/0/0/0/0/0/0
38865 ---- +3 ---- 1/2/3 ---- Fear ---- 4/3/1/0/0/0/0/0/0
38876 ---- +3 ---- 1/1/4 ---- Soul-stone ---- 4/3/2/0/0/0/0/0
38887 ---- +4 ---- 2/1/4 ---- Rain of Fire ---- 4/3/2/0/0/0/0/0/0
38898 ---- +4 ---- 2/1/5 ---- Bane of Doom ---- 4/3/3/0/0/0/0/0/0
38909 ---- +5 ---- 2/2/5 ---- Eye of Kilrogg ---- 4/4/4/0/0/0/0/0/0
389110 ---- +5 ---- 2/2/6 ---- Enslave Demon ---- 4/4/4/1/0/0/0/0/0
389211 ---- +6 ---- 2/2/7 ---- Hellfire ---- 4/4/4/1/0/0/0/0/0/0
389312 ---- +6 ---- 2/3/7 ---- Fel-hunter, Death Coil ---- 4/4/4/2/0/0/0/0/0
389413 ---- +6 ---- 3/2/8 ---- Inferno, Soul Fire ---- 4/4/4/2/0/0/0/0/0
389514 ---- +7 ---- 3/3/8 ---- Death Coil, Inferno ----4/4/4/4/1/0/0/0/0
389615 ---- +7 ---- 3/3/8 ---- Soul Fire ----4/4/4/4/2/0/0/0/0
389716 ---- +7 ---- 3/3/9 ---- Doom-guard ---- 4/4/4/4/3/1/0/0/0
389817---- +8 ---- 4/3/9 ---- Fel Armor ---- 4/4/4/4/4/1/0/0/0
389918 ---- +8 ---- 4/3/9 ---- Seed of Corruption ---- 4/4/4/4/4/2/0/0/0
390019 ---- +8 ---- 4/3/10 ---- Shadow-flame, Fel Flame ---- 4/4/4/4/4/4/0/0/0
390120 ----+9 ---- 4/4/10 ---- Haunt ---- 4/4/4/4/4/4/1/0/0
3902----
3903Arcana (cryptic phrases) (int), Arcana (magical beasts) (int), Religion (undead) (int), the planes (magic related to the planes) (int), Decipher Script (Int), Spell-craft (Int), Listen (Wis)
3904---
3905Weapon and Armor Proficiency: Affliction Warlocks are proficient with cloth gear sets and are proficient with one sword, two handed staves, one handed daggers and wands. Warlocks are unable to use shields at all.
3906
3907Shadow Bolt sends a shadowy bolt at the enemy, causing 1d10 of Shadow damage.
3908
3909Demon Skin protects the caster, decreasing damage taken by one (1) point and increasing the amount of health generated through spells and effects by one (1) point. Only one type of Armor spell can be active on the Warlock at any time, lasts twelve (12) hours.
3910
3911Summon Imp is a summon spell that summons an Imp under the command of the Warlock. (Pet)
3912
3913Immolate burns the enemy for 1d20 of Fire damage and then an additional two (2) points of Fire damage over two (2) turns if rolled a seventeen (17) or better.
3914
3915Corruption corrupts the target, causing 1d20 of Shadow damage over four (4) turns.
3916
3917Drain Life is a warlock ability that damages the targeted enemy's health while restoring his own. Drains 1d10 hit points for each turn, for four (4) turn and transfers it to the Warlock.
3918
3919Demon Armor protects the caster, decreasing damage by two (2) points and increasing the amount of health generated through spells and effects by one (1). Only one type of Armor spell can be active on the Warlock at any time, lasts twelve (12) hours.
3920
3921Drain Soul drains the soul of the target, causing 1d20 of Shadow damage over three (3) turns. If the target dies while being drained, and yields experience, the caster gains a Soul Shard.
3922
3923Health Funnel transfers 1d10 hit points per turn from the Warlock to their summoned pet, lasts two (2) turns.
3924
3925Curse of Agony, CoA for short, curses the target with agony, causing 1d20 of Shadow damage over three (3) turns for each turn. This damage is dealt slowly at first, and builds up as the Curse reaches its full duration. Only one (1) Curse per Warlock can be active on any one (1) target.
3926
3927Fear, strikes fear in the enemy, causing it to run in fear for up to two (2) turns. Damage caused may interrupt the effect. Only one (1) target can be feared at a time.
3928
3929Curse of Weakness (CoW) is a curse that reduces the attack power and the armor of a target, the physical damage done by them is reduced by 1d10 for three (3) turns. Only one (1) Curse per Warlock can be active on any one target.
3930
3931Soul-stone, creates a Soul-stone which can be used to store a friendly target's soul. If the target dies while his soul is stored, he will be able to resurrect with ten (10) hit points, lasts ten (10) hours. It requires a Soul Shard.
3932
3933Rain of Fire calls down a fiery rain to burn enemies in the area of effect (AoE) for 1d20 Fire damage over three (3) turns.
3934
3935Bane of Doom, banes the target with impending doom, causing 2d20 of Shadow damage every four turns for twelve turn. When Bane of Doom deals damage, it has a DC of 18 chances to summon a Demon guardian. (Note: A Demon guardian is a demon that is a temporary for two (2) turns before the demon dies).
3936
3937Eye of Kilrogg, summons an Eye of Kilrogg and binds your vision to it. The eye moves quickly but is very fragile, lasts for four (4) turns and move at 40 feet every turn.
3938
3939Enslave Demon enslaves the target demon, forcing it to do the Warlock's bidding. While enslaved, the attack power of the warlock's spells is increased by two damages, lasts up to two (2) turns. If you repeatedly enslave the same demon, it will become more difficult to control with each attempt. It requires a Soul Shard.
3940
3941Hellfire ignites the area surrounding the caster, causing 2d20 of Fire damage to all nearby enemies and the caster every turn, lasts three (3) turns.
3942
3943Fel-hunter, summons a Fel-hunter under the command of the Warlock. It requires a Soul Shard. Gives Fel Intelligence, increases spell damage by two (2) points as long as the pet is out. (Pet)
3944
3945Death Coil Causes the enemy target to run in horror for one (1) turn and causes 3d20 of Shadow damage. This can only been done once a week.
3946
3947Inferno summons a meteor from the Twisting Nether, causing 1d10 of Fire damage. An Infernal rises from the crater, under the command of the caster for three (3) turns. The Infernal deals strong area of effect (AoE) damage, and will be drawn to attack targets afflicted by your Bane of Agony or Bane of Doom spells.
3948
3949Soul Fire burn the enemy's soul, causing 2d20 of Fire damage.
3950
3951Doom-guard, Summons a Doom-guard to fight beside you for three (3) turns. The Doom-guard will assist you by attacking the target which is afflicted by your Bane of Doom or Bane of Agony spell.
3952
3953Fel Armor surrounds the caster with fel energy, increasing their spell power by 3 point. Only one type of Armor spell can be active on the Warlock at any time, lasts.
3954
3955Seed of Corruption embeds a demon seed in the enemy target, causing 2d20 Shadow damage over three (3) turns. When the target takes 40 total damages, the seed will inflict twenty (20) Shadow damage to all enemies within 15 feet of the target. Only one (1) Corruption spell per Warlock can be active on any one (1) target.
3956
3957Shadow-flame targets in a cone in front of the caster, twenty (20) feet take 1d20 Shadow damage and additional 1d 6 Fire damage over two (2) turns.
3958
3959Fel Flame deals 2d20 Shadow-flame damage to an enemy target, increasing the duration of Immolate or Unstable Affliction by one (1) turn.
3960
3961Haunt, you send a ghostly soul into the target, dealing 2d20 Shadow damage and increasing all damage done by your Shadow damage-over-time effects on the target by two (2) for two (2) turns. When the Haunt spells ends or is dispelled.
3962
3963----
3964
3965Bear/Cat Druids
3966
3967Druids are keepers of the world who walk the path of nature, following the wisdom their Ancient Goddess, Krsenam, healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature. Traditionally druids chose the path of a specific animal totem. Most druids have undergone a number of reforms, including encouraging the study of magic from all totems. Druids who do this are known as druids of the pack.
3968
3969Making an Bear/Cat Druids
3970
3971Abilities: The most important ability score to a Druid is their Strength, allowing their melee attacks to hit attack and make sure their foes remember them, if they live through it, though. One of two second most important scores to them is dexterity, allowing them to take big hits better then the spell casters. The other score being their Intelligence, allowing them to tap into the world around them change into other animals to fill roles they need to fill at any given time, if it isn’t too hard for them.
3972
3973Where the class can only be found: True Green Empire
3974
3975Alignment: Neutral good, lawful neutral, neutral, chaotic neutral or neutral evil
3976
3977Starting Gold: 2d20×5 gold coins (10 to 200 gold coins)
3978
3979Starting Age: Any
3980
3981Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
39821 ---- +0 ---- 0/1/0 ---- Wrath, Moon-fire, Thorns, Entangling Roots ---- 4/1/0/0/0/0/0/0/0
39832 ---- +0 ---- 0/1/0 ---- Cat Form ---- 4/2/0/0/0/0/0/0/0
39843 ---- +1 ---- 0/1/1 ---- Claw, Ferocious Bite ---- 4/2/0/0/0/0/0/0/0
39854 ---- +2 ---- 0/2/1 ---- Rake ---- 4/3/0/0/0/0/0/0/0
39865 ---- +3 ---- 1/2/1 ---- Prowl ---- 4/3/1/0/0/0/0/0/0
39876 ---- +3 ---- 1/3/1 ---- Bear Form ---- 4/3/1/0/0/0/0/0
39887 ---- +4 ---- 1/3/2 ---- Demoralizing Roar, Maul ---- 4/4/1/0/0/0/0/0/0
39898 ---- +4 ----1/4/2 ---- Aquatic Form/Travel Form ---- 4/4/2/0/0/0/0/0/0
39909 ---- +5 ---- 1/5/2 ---- Enrage ---- 4/4/3/0/0/0/0/0/0
399110 ---- +5 ---- 1/6/2 ---- Ravage ---- 4/4/4/0/0/0/0/0/0
399211 ---- +6 ---- 2/6/2 ---- Skull Bash ---- 4/4/4/1/0/0/0/0/0/0
399312 ---- +6 ---- 2/6/3 ---- Tiger's Fury ---- 4/4/4/2/0/0/0/0/0
399413 ---- +6 ---- 3/6/3 ---- Dash ---- 4/4/4/3/0/0/0/0/0
399514 ---- +7 ---- 3/7/3 ---- Track Humanoids ----4/4/4/4/0/0/0/0/0
399615 ---- +7 ---- 3/7/3 ---- Pounce ----4/4/4/4/1/0/0/0/0
399716 ---- +7 ---- 4/7/3 ---- Swipe ---- 4/4/4/4/2/0/0/0/0
399817---- +8 ---- 4/8/3 ---- Shred ---- 4/4/4/4/3/0/0/0/0
399918 ---- +8 ---- 4/8/3 ---- Lacerates ---- 4/4/4/4/4/0/0/0/0
400019 ---- +8 ---- 4/10/3 ---- Leader of the Pack ---- 4/4/4/4/4/1/0/0/0
400120 ----+9 ---- 5/10/3 ---- Feral Charge ---- 4/4/4/4/4/2/0/0/0
4002---
4003Move Silently (Dex), Reflex saving throws (Dex), Hide (dex), Climb (Str), Jump (str), Swim (Str), Religion (gods and goddesses) (Int), Nature (animals) (int), Nature (plants) (int), Nature (weather) (int), Nature (Vermin) (Int), Local (humanoids) (int), Geography (terrain) (int), Handle an Animal (Cha), Listen (Wis), Intimidate (Cha)
4004---
4005
4006Weapon and Armor Proficiency: Druids are proficient only with leather armor from the head to their feet. Druids will still get the AC rolls while change in bear or cat form but not in the aquatic or travel forms. Druids are unable to use shields at all, of any kind. As for weapons, they are proficient with one handed maces, two handed pole arms, two handed staves, one handed daggers, one handed fist weapons, and relics (needed to pick one kind of cat/bear form the user wants to be). Much like how the druid's armor can still give them an AC bonus whole in bear or cat form, it is the same for their weapons as well.
4007
4008---
4009
4010Wrath causes 1d10 Nature damage to the target.
4011
4012Moon-fire burns the enemy for 1d10 arcane damages and then an additional 1d6 arcane damage over two (2) turns.
4013
4014Thorns sprout from the friendly target causing 1d6 Nature damage to attackers, lasts three (3) turns that has a cool-down of one (1) day.
4015
4016Entangling Roots, the spell roots the target in place and causes 1d6 Nature damage over four (4) turns. Any damage caused may interrupt the effect, freeing the target.
4017
4018Cat Form cans shape-shift the user into cat form, causing dexterity to increase damage by one (1) for every ten (10) points in dexterity. Also protects the caster from Polymorph effects and allows the use of various cat abilities.
4019
4020Claw the enemy, causing 1d20 of normal damage. (cat)
4021
4022Ferocious Bite is a move that causes damage of 1d20. Also increased your damage by one (1) point if rolled an 18 or better, lasts two (2) turns. (cat)
4023
4024Rake the target for 1d10 of bleed damage and an additional 1d6 of bleed damage over two (2) turns. (cat)
4025
4026Prowl allows the Druid to prowl around, but reduces your movement speed by fifteen (15) feet, lasts until canceled or attacked. It has one hour cool-down. (cat)
4027
4028Bear Form, shape-shift the user into their bear form, increasing armor contribution from leather items by three (3) points and Stamina by four (4) points. Causes Dexterity to increase attack power by one (1) for every ten (10) points in dexterity, and also protects the caster from Polymorph effects and allows the use of various bear abilities.
4029
4030Demoralizing Roar, the druid roars a fearful roar, reducing the physical damage caused by all enemies within twenty (20) feet by three (3) for three (3) turns. (bear)
4031
4032Maul is an attack that instantly deals 1d20 physical damage. Effects which increase Bleed damage also increase Maul damage. (bear)
4033
4034Aquatic Form/Travel Form, shape-shift the user into travel or aquatic form, increasing movement speed by twenty (20) on land and thirty (30) in water. Also protects the caster from Polymorph effects. Those spell are only usable outdoors for travel form and only in water for aquatic form.
4035
4036Enrage increases physical damage done to their user's foe by four (4) points and take an increases physical damage by giving up four (4) to their AC for two (2) turns. Have a cool-down of two hours. (bear)
4037
4038Ravage the target, causing 1d20 damage plus 1d6 to the target over two (2) turns. Must be prowling and behind the target.
4039
4040Skull Bash, you charge and skull bashes the target, interrupting spell-casting and preventing any spell in that school from being cast for four (4) turns. (bear and cat)
4041
4042Tiger's Fury increases physical damage done by 1d6 for two (2) turns, has one day cool-down. (cat)
4043
4044Dash increases movement speed by twenty (20) for three (3). This does not break prowling. This is only useable every four (4) hours.
4045
4046Track Humanoids shows the location of smell of any nearby humanoids. Only one being of thing can be tracked at any given time. (cat)
4047
4048Pounce, stunning the target for one (1) turn and causing 1d6 bleed damage over two (2) turns. Have to be prowling. (cat)
4049
4050Swipe attacks nearby enemies, inflicting 1d20 of damage. Damage increased if rolled an eighteen (18) or better, getting a one (1) point to their attack rolls for two (2) turns. (bear and cat)
4051
4052Shred the target, causing 1d20 of damage. Have to be behind the target. Effects which increase Bleed damage also increase Shred damage by one (1) point. (cat)
4053
4054The use lacerates enemy with claws target that deals 1d20 of damage and making them bleed for 1d6 damage over three (3) turns. (bear)
4055
4056Leader of the Pack, while in Cat Form or Bear Form, the Leader of the Pack increases critical strike chance of all party and raid members within forty (40) feet by lowering the critical strike number down to nineteen (19) rather than twenty (20). In addition, your melee critical strikes in Cat Form and Bear Form cause you to heal for two (2) points of your total health. This effect cannot occur more than once every five (5) turns. (bear and cat)
4057
4058Feral Charge (Cat/bear) causes you to leap behind an enemy, dazing them for one (1) turn with a cool-down of one hour for cat form. And causes you to charge an enemy, immobilizing them for one (1) turn with a cool-down if one (1) hour. (bear and cat)
4059
4060---
4061
4062Beast master/Survival Hunter
4063
4064The hunter is a stalker in the wilds, living on their knowledge of survival and skill with a bow or rifle. They’re deeply in tune with nature, and some of its mightiest beasts are their allies. Of Kyukon's many creatures, few can resist the hunter's call, and fewer can survive their fury. Hunters are as varied as the world's many climates, but they are universally renowned for their amazing abilities to find their prey and bring it down.
4065
4066They come from any species though, certain species naturally excel at the hunter's profession. Most hunters seek to aid the balance of nature along with their druidic allies. Mons rangers are not alone in their mastery of the wilderness. While a PC ranger prefers the bow, the hunter would rather get up close. A hunter is skilled in stealth, slipping through the woods like a ghost. Like the shaman of the True Green Empire, hunters call upon the spirits of the land, wind, and fire to aid them in their hunts and tasks.
4067
4068Making an Beast master/Survival Hunter
4069
4070Abilities: The most important ability scores to a Hunter their Dexterity that plays a role in which plays in their attack power. One of two second most important scores to the hunter is their Charisma, the other being their Wisdom. Charisma is a important score seeing as it helps them deal with their pets better and/or care for a animal as a baby till it’s fully grown to be able to battle or follow the hunter’s orders. As for Wisdom, it helps the hunter’s lives in the wildness and get from point A to point B safely. Strength isn’t that good for hunters.
4071
4072Where the class can only be found: True Green Empire
4073
4074Alignment: Neutral good, lawful neutral, neutral or chaotic neutral
4075
4076Starting Gold: 3d20x5 gold coins (15 – 300 gold coins)
4077
4078Starting age: Any
4079
4080Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
40811 ---- +0 ---- 0/1/0 ---- Normal Range attack, Raptor Strike, Track Beasts ---- 4/2/0/0/0/0/0/0/0
40822 ---- +0 ---- 0/1/0 ---- Tame Beast, Call Pet, Feed Pet ---- 4/3/0/0/0/0/0/0/0
40833 ---- +1 ---- 0/1/1 ---- Revive Pet, Aspect of the Hawk ---- 4/4/0/0/0/0/0/0/0
40844 ---- +2 ---- 0/2/1 ---- Track Humanoids ---- 4/4/1/0/0/0/0/0/0
40855 ---- +3 ---- 1/2/1 ---- Scare Beast ---- 4/4/2/0/0/0/0/0/0
40866 ---- +3 ---- 1/3/1 ---- Immolation Trap ---- 4/4/3/0/0/0/0/0
40877 ---- +4 ---- 1/3/2 ---- Aspect of the Cheetah ---- 4/4/4/0/0/0/0/0/0
40888 ---- +4 ----1/4/2 ---- Track Undead ---- 4/4/4/1/0/0/0/0/0
40899 ---- +5 ---- 1/5/2 ---- Disengage ---- 4/4/4/2/0/0/0/0/0
409010 ---- +5 ---- 1/6/2 ---- Freezing Trap, Track Hidden, Track Elementals ---- 4/4/4/3/0/0/0/0/0
409111 ---- +6 ---- 2/6/2 ---- Frost Trap ---- 4/4/4/4/0/0/0/0/0/0
409212 ---- +6 ---- 2/6/3 ---- Feign death ---- 4/4/4/4/1/0/0/0/0
409313 ---- +6 ---- 3/6/3 ---- Track Demons ---- 4/4/4/4/2/0/0/0/0
409414 ---- +7 ---- 3/7/3 ---- Flare ----4/4/4/4/3/0/0/0/0
409515 ---- +7 ---- 3/7/3 ---- Explosive Trap, Aspect of the Pack ----4/4/4/4/4/0/0/0/0
409616 ---- +7 ---- 4/7/3 ---- Track Giants, Track Dragonkin ---- 4/4/4/4/4/1/0/0/0
409717---- +8 ---- 4/8/3 ---- Kill Command, Snake Trap ---- 4/4/4/4/4/2/0/0/0
409818 ---- +8 ---- 4/8/3 ---- Freezing Arrow, Beast Mastery ---- 4/4/4/4/4/3/0/0/0
409919 ---- +8 ---- 4/10/3 ---- The Beast Within, Explosive Shot ---- 4/4/4/4/4/4/0/0/0
410020 ----+9 ---- 5/10/3 ---- Black Arrow, Wyvern Sting ---- 4/4/4/4/4/4/1/0/0
4101---
4102Move Silently (Dex), Hide (Dex), Listen (Wis), Survival (Wis), Intimidate (Cha), Handle Animal (Cha), Spot (Wis), Bluff (Cha), Craft (Int), Nature (Animals) (int), Geography (Terrain) (int)
4103---
4104
4105Weapon and Armor Proficiency: Hunters are proficient only with leather armor from the head to their feet. Hunters get a bonus damage of one (1) for every ten (10) points in the Dexterity stat. The hunter's pet get a bonus from their hunter's Dexterity as well, but get one (1) damage point for every twenty (20) points of Dexterity of the hunter. Hunters are proficient when it comes to weapons are range weapons, namely, any kind of two handed bow and guns for their main attack. As for melee weapons it’s one and two handed axes, one and two handed swords, pole arms, two handed staves, daggers and fist weapons.
4106----
4107
4108Normal Range weapon attack, deals 1d20 of damage
4109
4110Raptor Strike is a strong melee attack damage that deals 1d20
4111
4112Track Beasts gives the hunter plus two (+2) when it comes to finding locations of beasts.
4113
4114Tame Beast allows the hunter to tame a wild beast to be your companion. 1D20 to see of the move works, a ten (10) or below means it fail and the beast get a free attack against the hunter.
4115
4116Call Pet summons your pet to your side, only one pet can be in battle at a time. More than one has to wait at a stable in a given area. (Note: A stable at one area isn’t link to another. So, if you leave a pet at a town, you have to go back to that town to pick up that pet to use them again.)
4117
4118Feed Pet allows you to feed your pet, (each pet is a carnivore, herbivore or omnivore). Using food can heal a pet when the hunter doesn't have anything to heal their pet.
4119
4120Revive Pet allows the hunter to bring back their fallen pet with a 1d6, failure is three (3) or less and the pet will remain dead. The hunter have three tries in all to bring back their pet, if the hunter fail all three rolls, the pet remains dead and the hunter have to get a new pet.
4121
4122Aspect of the Hawk allows the hunter to take aspects of a hawk, increasing ranged damage by 1d4 for only four (4) turns with a cool-down of one hour.
4123
4124Track Humanoids same as Track Beasts, but for humanoids, only one form of tracking can be active at a time.
4125
4126Scare Beast causing it to run in fear for up to 1d6 turns.
4127
4128Immolation Trap, place a Fire trap that will burn the first enemy to approach for 1d6 Fire damage over 1d4 turns. Each turn that the DoT is on the foe, the foe get to roll a saving throws of Ref to take no damage.
4129
4130Aspect of the Cheetah allows the hunter to take the aspects of a cheetah increasing movement speed by ten (10) feet for four (4) turns, has a cool-down of an hour.
4131
4132Track Undead, same as Tame Beast, but for the undead, only one form of tracking can be active at a time.
4133
4134Disengage is a hunter skill that allows the hunter to attempts to disengage from the target, leaping backwards up to ten (10) feet. Only useable within battle and if there is room, if there isn't at least ten feet behind the hunter, the move fails.
4135
4136Freezing Trap is a trap, when place, will freezes the first enemy that approaches, preventing all action for up to 1d4 turns, any damage will break the trap and free the target.
4137
4138Track Hidden, same as Track Beast, but get the plus two (+2) to their spot rolls. Only one form of tracking can be active at a time, this has a cool-down of four (4) hours.
4139
4140Track Elementals, same as Track Beast, but get the plus two (+2) to their damage rolls against elementals. Only one form of tracking can be active at a time, this has a cool-down of four (4) hours.
4141
4142Frost Trap, when place and step upon, it makes an ice slick around itself, about twenty (20), for 1d4 turns, reducing movement speed by fifteen (15) feet.
4143
4144Feign death which may trick enemies into ignoring the hunter if said hunter beats the foe's sense motive roll of 1d20, lasts up to 1d6 turns.
4145
4146Track Demons, same as Track Beast, but get the plus two (+2) to their damage rolls against demons. Only one form of tracking can be active at a time, this has a cool-down of four (4) hours.
4147
4148Flare exposes all hidden and invisible enemies within thirty (30) feet of the targeted area for 1d6 turns. Along with that, the area is lighted for that number of turns. Flares are requested to use this.
4149
4150Explosive Trap, when place and step upon, explodes when an enemy approaches it, dealing 1d10 damage.
4151
4152Aspect of the Pack, see Aspect of the Cheetah, but this works for party members as well.
4153
4154Track Giants, same as Track Beast, but get the plus two (+2) to their damage rolls against giants. Only one form of tracking can be active at a time, this has a cool-down of four (4) hours.
4155
4156Track Dragonkin, same as Track Beast, but get the plus two (+2) to their damage rolls against dragon like beings. Only one form of tracking can be active at a time, this has a cool-down of four (4) hours.
4157
4158Kill Command is a command from the hunter to their pet to kill, increasing the pet's damage done by 1d6 for 1d4 turns with a cool-down of ten (10) hours
4159
4160Snake Trap, when place and step upon, releases several venomous snakes to attack the first enemy to approach. They deal 1d4 of damage and will poison the foe if they get a four (4). The snakes will die after 1d4 turns.
4161
4162Freezing Arrow, when fired, fires a freezing arrow that places a Freezing Trap at the target location, freezing the first enemy that approaches it, preventing all action for up to 1d6 turns.
4163
4164Beast Mastery is when you master the art of Beast training, teaching you the ability to tame Exotic pets.
4165
4166The Beast Within is when the hunter's pet is under the effects of Bestial Wrath, the hunter also go into a rage causing 1d4 additional damage. While enraged, the hunter does not feel pity or remorse or fear and the hunter cannot be stopped unless killed. This lest for two turns with a cool-down of twelve (12) hours.
4167
4168Explosive Shot, when fired, hits the target setting it on fire and dealing damage every turn for 1d4 turns. This attack requests explosives and normal arrows to use.
4169
4170Black Arrow, when fired, sends a Black Arrow at the target, increasing all damage done by the hunter to the target by 1d6 and dealing 1d4 Shadow damage over three (3) turns.
4171
4172Wyvern Sting is stinging shot that puts the target to sleep for 1d4 turns. Any damage will cancel the effect.
4173
4174----
4175
4176Subtlety/Assassination Rogues
4177
4178The rogues of Kyukon are the masters of subterfuge, skilled and cunning adversaries of those who dare not look into the shadows to see what lurks there. Roguery is a profession for those who seek the adventures of stalking and silent forests, dimly lit halls and heavily guarded strongholds. Using trickery in combat and able to vanish at the slightest distraction, the rogue is a welcome addition to any group of adventurers. Ideal spies, deadly to those they can catch unaware; rogues have no problem finding a place in the world.
4179
4180Deadly masters of stealth, rogues are the whispers in shadowy corners and the hooded figures crossing dark fields. Skilled with daggers and the art of silent death, these vagabonds and bandits skulk about Kyukon seeking targets and profit. A member of almost any species can learn the tricks necessary to become a skilled rogue. Rogues can be found among all races on Kyukon. Whether they are diplomats, spies, thieves, scoundrels, entertainers, or simply adventurers, you can find them plying just about any trade.
4181
4182Making an: Subtlety/Assassination Rogues
4183
4184Abilities: The most important ability scores to a Rogue is their Dexterity that plays a role in which plays in their attack power. One of two second most important scores to the rogue is Charisma and Intelligence. Charisma is what rogues use to play or fool a NPC to get their way into areas that any normal being doesn't get to or get information about a new or rare item that just been found. As for Intelligence, it helps a rogue train their forgery skill, disarm traps, learn how to read old scripts, etc.
4185
4186Where the class can only be found: Plague Force Empire
4187
4188Alignment: Any but anything with lawful
4189
4190Starting Gold: 2d20x10 gold coins (20 – 400 gold coins)
4191
4192Starting age: Any
4193
4194Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
41951 ---- +0 ---- 0/1/0 ---- Sinister Strike, Stealth, ---- 4/2/0/0/0/0/0/0/0
41962 ---- +0 ---- 0/1/0 ---- Poisons ---- 4/3/0/0/0/0/0/0/0
41973 ---- +1 ---- 0/1/1 ---- Backstab ---- 4/4/0/0/0/0/0/0/0
41984 ---- +2 ---- 0/2/1 ---- Pick Pocket ---- 4/4/1/0/0/0/0/0/0
41995 ---- +3 ---- 1/2/1 ---- Evasion ---- 4/4/2/0/0/0/0/0/0
42006 ---- +3 ---- 1/3/1 ---- Sprint ---- 4/4/3/0/0/0/0/0
42017 ---- +4 ---- 1/3/2 ---- Sap ---- 4/4/4/0/0/0/0/0/0
42028 ---- +4 ----1/4/2 ---- Gouge ---- 4/4/4/1/0/0/0/0/0
42039 ---- +5 ---- 1/5/2 ---- Rupture ---- 4/4/4/2/0/0/0/0/0
420410 ---- +5 ---- 1/6/2 ---- Disarm ---- 4/4/4/3/0/0/0/0/0
420511 ---- +6 ---- 2/6/2 ---- Distract ---- 4/4/4/4/0/0/0/0/0/0
420612 ---- +6 ---- 2/6/3 ---- Vanish ---- 4/4/4/4/1/0/0/0/0
420713 ---- +6 ---- 3/6/3 ---- Disarm traps ---- 4/4/4/4/2/0/0/0/0
420814 ---- +7 ---- 3/7/3 ---- Blind ----4/4/4/4/3/0/0/0/0
420915 ---- +7 ---- 3/7/3 ---- Cold Blood ----4/4/4/4/4/0/0/0/0
421016 ---- +7 ---- 4/7/3 ---- Mutilate ---- 4/4/4/4/4/1/0/0/0
421117---- +8 ---- 4/8/3 ---- Hunger for Blood ---- 4/4/4/4/4/2/0/0/0
421218 ---- +8 ---- 4/8/3 ---- Ghostly Strike ---- 4/4/4/4/4/3/0/0/0
421319 ---- +8 ---- 4/10/3 ---- Hemorrhage ---- 4/4/4/4/4/4/0/0/0
421420 ----+9 ---- 5/10/3 ---- Shadow-step ---- 4/4/4/4/4/4/1/0/0
4215---
4216Forgery (Int), Nobility and royalty (family trees) (int), Local (inhabitants) (int), Local (humanoids) (int), History (royalty) (int), Geography (people) (int), Search (Int), Decipher Script (Int), Craft (Int), Bluff (Cha), Gather Information (cha), Sleight of Hand (Dex), Rumble (Dex), Hide (Dex), Escape Artist (dex), Balance (Dex), Reflex saving throws (dex), Disguise (Cha)
4217---
4218
4219Weapon and Armor Proficiency: Rogues are proficient only with leather gear from head to feet. Rogue gets a damage bonus of one (1) for every fifteen (15) points in the Dexterity stat. For the weapons for rogues, they are proficient with one-handed axes, one-handed swords, one-handed maces, daggers (dual wield) and fist weapons (dual wield) as their main way of attacking. Rogues are skilled with range weapons as well like; bows, crossbows, guns and throwing weapons.
4220---
4221
4222
4223Sinister Strike is a regular weapon attack that deal 1d6 amount of damage
4224
4225Stealth allows the rogue to sneak around; movement speed reduced by ten (10) feet, it may not be used while in combat.
4226
4227Backstab deals 1d20 amounts of damage. The rogue must be at enemy's back; requires a dagger in the main hand.
4228
4229A poison is when rogues learned how to apply deadly toxins to their weapons, dealing additional damage or inflicting other maladies upon their foes.
4230
4231Pick Pocket is a rogue skill that seals items, money, food, etc., a foe, require Stealth. Only works on mobs with "pockets".
4232
4233Evasion increases the dodge skill of a rogue by 1d4 for three (3) (and chance ranged attacks hit the rogue is reduced by 1d4). This is only useable once every four (4) hours.
4234
4235Sprint increases the rogue's movement speed for ten (10) feet. It does not break Stealth.
4236
4237Sap disorients the target for a short period of time, 1d4 turns. Only one (1) target may be sapped at a time. Requires Stealth; Only works on Humanoids that are not in combat; Any damage taken will revive the target.
4238
4239Slice and Dice provides a temporary boost to attack speed; lasts 1d4 turns when one hit becomes two hits. It’s only useable once every hour.
4240
4241Garrote is damage over time attack. The rogue must be at enemy's back; requires the rogue to be in stealth. Silences enemy for 1d4 turns.
4242
4243Gouge is a move where the rogue blind the foe that deals 1d6 of damage amount and incapacitates the enemy for 1d4 turns as long as they're not hit again.
4244
4245Rupture wounds the enemy causing Damage over Time of 1d6.
4246
4247Disarm the enemy, removing all weapons, shield or other equipment carried for 1d4 of turns.
4248
4249Distract creates a distraction, making enemies turn to face the noise for two (2) turns. Doesn't break Stealth, it doesn't work on foes whom in combat.
4250
4251Vanish allows the rogue to vanish from sight, entering an improved stealth mode for 1d4 turns before turning back to normal stealth. This can only be done once every day.
4252
4253Disarm traps doesn't required stealth, but it's recommended, since most traps will go off unless you are sheathed.
4254
4255Blind causes the target to wander randomly at reduced movement speed of ten (10) for 1d6 turns. It will be canceled if target takes further damage.
4256
4257Cold Blood, when activated, increases the critical strike chance of the rogues next offensive skill rolling a twenty (20) down to nineteen (19).
4258
4259Mutilate requires a dagger in each hand. Instantly attacks with both weapons for an additional 1d10 of damage with each weapon. Damage is increased by 1d4 against already poisoned targets.
4260
4261Hunger for Blood enrages the rogue, increasing all damage caused by 1d10 for each turn, lasts two (2) turns, and has a cool-down of one hour.
4262
4263Ghostly Strike is strike that deals 1d10 weapon damage (2d10 if a dagger is equipped) and increases the rogues chance to dodge by 1d4 for 1d6 turns.
4264
4265Hemorrhage is a instant strike that deals 1d4 weapon damage (1d6 if a dagger is equipped) and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to 1d4, lasts four three (3) turns.
4266
4267Shadow-step is when the rogue attempts to step through the shadows and reappear behind their enemy and increases movement speed by 15 feet for three (3) turns. The damage of the rogues next ability is increased by 1d6 lasts 1d4 turns.
4268
4269----
4270
4271Arcane/Frost Mage
4272
4273Mages, the most common of arcanists, are found all over Kyukon. They focus on magic that creates and that changes things, most often with the purpose of damaging their enemies and boosting the power of their allies. Such beings can obtain a familiar, which is a normal animal that gains new powers and becomes a magical beast when summoned to service by a mage, while others choose to become focused mages. Mages also understand the workings of arcane energy so well that they can counter most magic with great effectiveness.
4274
4275An adept mage who has dedication to and natural predilection for one of the schools of specialization becomes more entrenched. At this point the mage chooses either evocation or transmutation as a preferred school, and casts spells from his chosen school. Mages are also known for being able to summon elementals, usually water elementals, but can also summon fire elementals as well.
4276
4277Making an: Arcane/Frost Mage
4278
4279Abilities: The most important ability score to a mage is their intelligence, seeing as it is their key ability score for manifesting powers and determining bonus power points. One of two second most being Charisma, it is important in working up a mage's spell power when it comes to magic devices. The other second most is Wisdom, helping the mage in learning how to use new spells easier and maybe get a few more spell per day use. Strength is not recommended for a mage to invest in.
4280
4281Where the class can only be found: Celestial Empire
4282
4283Alignment: Any but anything with lawful
4284
4285Starting Gold: 2d20x10 gold coins (20 – 400 gold coins)
4286
4287Starting age: Any
4288
4289Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
42901 ---- +0 ---- 0/0/2 ---- Arcane Missiles ---- 4/1/0/0/0/0/0/0/0
42912 ---- +0 ---- 0/0/2 ---- Frost-bolt ---- 4/2/0/0/0/0/0/0/0
42923 ---- +1 ---- 1/0/2 ---- Frost Nova ---- 4/3/0/0/0/0/0/0/0
42934 ---- +2 ---- 1/0/3 ---- Counter-spell ---- 4/4/0/0/0/0/0/0/0
42945 ---- +3 ---- 2/0/3 ---- Polymorph (sheep) ---- 4/4/1/0/0/0/0/0/0
42956 ---- +3 ---- 2/0/4 ---- Blink ---- 4/4/2/0/0/0/0/0
42967 ---- +4 ---- 2/1/4 ---- Arcane Blast ---- 4/4/2/0/0/0/0/0/0
42978 ---- +4 ---- 2/1/5 ---- Ice Block ---- 4/4/4/0/0/0/0/0/0
42989 ---- +5 ---- 2/2/5 ---- Conjure Refreshment ---- 4/4/4/1/0/0/0/0/0
429910 ---- +5 ---- 2/2/6 ---- Mirror Image ---- 4/4/4/2/0/0/0/0/0
430011 ---- +6 ---- 2/2/7 ---- Blizzard ---- 4/4/4/3/0/0/0/0/0/0
430112 ---- +6 ---- 3/2/7 ---- Polymorph (rabbit) ---- 4/4/4/4/0/0/0/0/0
430213 ---- +6 ---- 3/2/8 ---- Polymorph (turtle) ---- 4/4/4/4/1/0/0/0/0
430314 ---- +7 ---- 4/2/8 ---- Polymorph (tapig) ----4/4/4/4/2/0/0/0/0
430415 ---- +7 ---- 4/2/9 ---- Invisibility ----4/4/4/4/3/0/0/0/0
430516 ---- +7 ---- 4/2/10 ---- Ring of Frost ---- 4/4/4/4/4/0/0/0/0
430617---- +8 ---- 4/3/10 ---- Arcane Barrage ---- 4/4/4/4/4/1/0/0/0
430718 ---- +8 ---- 5/3/10 ---- Presence of Mind ---- 4/4/4/4/4/2/0/0/0
430819 ---- +8 ---- 5/3/11 ---- Summon Water Elemental ---- 4/4/4/4/4/3/0/0/0
430920 ----+9 ---- 5/4/11 ---- Deep Freeze ---- 4/4/4/4/4/4/1/0/0
4310---
4311Use Magic Device (Cha) Diplomacy (Cha), Sense Motive (wis), Will saving throws (wis), Craft (int), Search (int), Spell-craft (Int), Local (humanoids) (int), Religion (mythic history) (int), Arcana (magical beasts) (int), Arcana (arcane symbols) (int)
4312---
4313
4314Weapon and Armor Proficiency: Mages only proficient when it comes to armor is cloth, and nothing but cloth. With every ten (10) points in the Intelligence stat gives a plus one (+1) to the caster's spells. For the weapons for mages, they are proficient with one-handed swords, two-handed Staves, daggers and wands
4315----
4316
4317Arcane Missiles launches five waves of Arcane Missiles at the enemy, causing 1d6 Arcane damages per wave.
4318
4319Frost-bolt launches a bolt of frost at the enemy, causing 1d10 Frost damage and slowing movement speed by ten (10) feet for 1d4 turns.
4320
4321Frost Nova blasts enemies near the caster for 1d6 Frost damage and freezes them in place for up to 1d4 turns. Damage caused may interrupt the effect.
4322
4323Counter-spell counters the enemy's spell-cast, preventing any spell from that school of magic from being cast for 1d4 turns.
4324
4325Polymorph (sheep) transforms the enemy into a sheep, forcing it to wander around for up to five (5) turns. While wandering, the sheep cannot attack or cast spells but will regenerate 1d4 hit points for each turn. Any damage will transform the target back into its normal form. Only one target can be polymorph at a time. Only works on Beasts, Humanoids and Critters.
4326
4327Blink allows the mage to teleports up to twenty (20) feet forward, unless something is in the way. Also frees the caster from stuns and bonds.
4328
4329Arcane Blast allows the mage to blasts the target with energy, dealing 1d10 of Arcane damage. Each time the mage cast Arcane Blast, the damage of all Arcane spells is increased by 1d4. Effect stacks up to four (4) times and lasts two (2) turns or until any spell damage spell except Arcane Blast is cast from the mage.
4330
4331Ice Block encased the mage into a block of ice, protecting the mage from all physical attacks and spells for two (2) turn, but during that time the mage cannot attack, move or cast spells. Also causes Hypothermia, preventing the caster from recasting Ice Block for one day.
4332
4333Conjure Refreshment allows the mage to conjures up to ten (10) Mana Pies providing the mage and their allies with something to eat. Conjured items disappear after one hour; this spell can only be done once every five (5) days.
4334
4335Mirror Image creates three (3) copies of the mage nearby, which cast spells and attack the mage's enemies under the control of said mage, they lasts four (4) turn before the copies disappear.
4336
4337Blizzard allows the mage to rain down ice shards to pelt the target area doing 1d20 Frost damage, for each foe within the area, over 1d4 turns.
4338
4339Polymorph (rabbit) allows the mage to transforms the enemy into a harmless rabbit, forcing it to scamper around for up to five (5) turns. While wandering, the rabbit cannot attack or cast spells but will regenerate 1d4 hit points while transformed. Any damage will transform the target back into its normal form. Only one target can be polymorph at a time. Only works on Beasts, Humanoids and Critters.
4340
4341Polymorph (turtle) allows the mage to transforms the enemy into a harmless rabbit, forcing it to scamper around for up to five (5) turns. While wandering, the rabbit cannot attack or cast spells but will regenerate 1d4 hit points while transformed. Any damage will transform the target back into its normal form. Only one target can be polymorph at a time. Only works on Beasts, Humanoids and Critters.
4342
4343Polymorph (tapig) allows the mage to transforms the enemy into a harmless rabbit, forcing it to scamper around for up to five (5) turns. While wandering, the rabbit cannot attack or cast spells but will regenerate 1d4 hit points while transformed. Any damage will transform the target back into its normal form. Only one target can be polymorph at a time. Only works on Beasts, Humanoids and Critters.
4344
4345Invisibility fades the mage to invisibility over one turn when casted. The effect is cancelled if the mage perform any attack actions. While invisible, the mage can only see other invisible targets and those who can see invisible, lasts three (3) turns.
4346
4347Ring of Frost allows the mage to summon a ring of frost; taking two (2) turns coalesce. Enemies entering the fully-formed ring will become frozen for five (5) turns, lasts ten (10) turn. Ring of Frost have a twenty (20) radius.
4348
4349Arcane Barrage launches several missiles at the enemy target, causing 1d4 of Arcane damage.
4350
4351Presence of Mind, when activated, the next Mage spell that hasn’t been read for the day, as in, preplan to use it, the mage will get one (1) free spell cast. This spell has a cool-down of two days.
4352
4353Summon Water Elemental allows the mage to summon a water elemental to fight for the mage.
4354
4355Deep Freeze put the foe in a block of ice against their will, stunning the target for two (2) turns, only usable on Frozen targets. This spell deals 1d6 damages to targets.
4356
4357---
4358
4359Fury/Protection Warrior
4360
4361As long as war is waged on Kyukon, there will be men and women who fight those wars. The warrior is no mere sword-swinger; they are skilled combatants, combining strength of arm, knowledge of weaponry and practiced maneuvers to slice or bludgeon their foes into little red bits. The warrior is the most versatile of the combat classes, and they supplement their fighting prowess with the ability to rally their allies and spur them to victory, but not only can they rally their allies into victory; they can themselves charge into the heart of the battle, take several lives and live to tell the tale.
4362
4363All species fight, and all species boast many warriors in their ranks. Warriors are common among the Infernal Empire of the Fangs, the Lawful Empire, the Empire of the Two South Otters, the Empire of the Five Holy Eagles, and etc. Masters of swords, spears, and weapons of all kinds, warriors share a common way of life on Kyukon. Using their abilities to deal pain and cause bloodshed, warriors are deadly adversaries and welcome friends in violent times (which seem to be all the time in recent decades). Anyone willing to take up arms to defend their people can be classed as a warrior.
4364
4365Making an: Fury/Protection Warrior
4366
4367Abilities: The most important ability score to a warrior is their Strength stats. Their strength allows them to put fear in their foes hearts and minds. The clouds rain down thunder upon the earth to warn all within the land to fear the grim reaper that's known as the warrior. One of two second most important stats is Dexterity and Constitution. Dexterity allows the warrior to doge their foe's weapons or get out of the way from their foe's range attacks. For every ten (10) point that’s in dexterity, they will get a plus one (+1) to their doge rolls. As for Constitution, it help the warrior live longer through long battles, even when their friends had fallen and they are the last of the party. For every fifteen (15) points in Constitution, they get one (1) more hit point.
4368
4369Where the class can only be found: Infernal Empire of the Fangs
4370
4371Alignment: Any but Chaos evil
4372
4373Starting Gold: 4d20x10 gold coins (40 – 800 gold coins)
4374
4375Starting age: Any
4376
4377Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
43781 ---- +0 ---- 2/0/0 ---- Strike, Charge ---- 4/1/0/0/0/0/0/0/0
43792 ---- +0 ---- 3/0/0 ---- Victory Rush ---- 4/2/0/0/0/0/0/0/0
43803 ---- +1 ---- 3/1/0 ---- Rend, Thunder Clap ---- 4/3/0/0/0/0/0/0/0
43814 ---- +2 ---- 3/2/0 ---- Execute ---- 4/4/0/0/0/0/0/0/0
43825 ---- +3 ---- 4/2/0 ---- Battle Shout ---- 4/4/1/0/0/0/0/0/0
43836 ---- +3 ---- 5/2/0 ---- Cleave ---- 4/4/2/0/0/0/0/0
43847 ---- +4 ---- 5/2/1 ---- Death Wish ---- 4/4/2/0/0/0/0/0/0
43858 ---- +4 ---- 5/3/1 ---- Titan's Grip ---- 4/4/4/0/0/0/0/0/0
43869 ---- +5 ---- 6/3/1 ---- Shield Block---- 4/4/4/1/0/0/0/0/0
438710 ---- +5 ---- 7/3/1 ---- Pummel ---- 4/4/4/2/0/0/0/0/0
438811 ---- +6 ---- 7/3/2 ---- Intimidating Shout ---- 4/4/4/3/0/0/0/0/0/0
438912 ---- +6 ---- 8/3/2 ---- Shield Wall ---- 4/4/4/4/0/0/0/0/0
439013 ---- +6 ---- 9/3/2 ---- Intercept ---- 4/4/4/4/1/0/0/0/0
439114 ---- +7 ---- 10/3/2 ---- Recklessness ----4/4/4/4/2/0/0/0/0
439215 ---- +7 ---- 11/3/2 ---- Spell Reflection ----4/4/4/4/3/0/0/0/0
439316 ---- +7 ---- 12/4/2 ---- Shattering Throw ---- 4/4/4/4/4/0/0/0/0
439417---- +8 ---- 12/4/3 ---- Enraged Regeneration ---- 4/4/4/4/4/1/0/0/0
439518 ---- +8 ---- 12/4/4 ---- Colossus Smash ---- 4/4/4/4/4/2/0/0/0
439619 ---- +8 ---- 12/5/4 ---- Heroic Leap ---- 4/4/4/4/4/3/0/0/0
439720 ----+9 ---- 13/5/4 ---- Shockwave ---- 4/4/4/4/4/4/0/0/0
4398---
4399Swim (Str), Jump (Str), Climb (Str), Strength checks (Str), Tumble (Dex), Reflex saving throws (Str), Ride (Stay in Saddle) (Dex), Use Rope (Secure a Grappling Hook) (Dex), Fortitude saving throws (Dex), History (wars) (Int), Dungeoneering (spelunking) (int), Local (laws) (int), Nature (monstrous humanoids) (int)
4400---
4401
4402Weapon and Armor Proficiency: Warriors only proficient when it comes to armor is plates and nothing but plates. Plates are known to be heavy, each peace have their own Str cost to be able to wear them. But the costs to wear the gear, the strength cost to use shields are cut in haft. They're able to use any kind of shields, no matter the size of the warrior. For the weapons for warriors, they are skilled with one and two handed axes, one and two handed swords, one and two handed maces, pole arms, two handed staves, daggers and fist weapons. Along with that, warriors are skilled with range weapons like bows, crossbows, guns and throwing weapons.
4403---
4404
4405Strike is a simple strike attack that deals 1d6 damage.
4406
4407Charge allows the warrior to charges an enemy, closing the distance between them instantly, stuns it for 1d4 turns. This cannot be used in combat.
4408
4409Victory Rush is a attack that instantly attack the target causing 1d10 damage and healing the warrior for 1d4 for two turns. This attack can only be used within one (1) turn after the warrior killed an enemy that yields experience or honor to them.
4410
4411Rend allows the warrior to wound the target, making them bleed for 1d4 damage over 1d6 turns.
4412
4413Thunder Clap allows the warrior to slow down nearby enemies' attack damage for 1d4 turns and deals 1d4 physical damage.
4414
4415Execute is a attempt to finish off an enemy, causes damage of 1d6, Only usable on opponents under five (5) or below hit points.
4416
4417Battle Shout is a shout that increases the Strength and Dexterity of all party members within thirty (30) feet of warrior, lasts for two (2) turn and have a cool-down of two hours.
4418
4419Cleave allows the warrior to deal normal 1d10 damage roll plus1d4 damage to both of the warrior's opponent and its nearest ally.
4420
4421Death Wish, when activated, increases the warrior's physical damage by 1d6 and makes the warrior immune to Fear effects, but increases all damage taken by 1d6, lasts 1d6 turns.
4422
4423Titan's Grip allows the warrior to equip two-handed axes, maces and swords in one hand. While the warrior has a two-handed weapon equipped in one hand, their physical damage done is reduced by 10%.
4424
4425Shield Block increases the warrior's chance to dodge for two (2) turns. If the total dodge chance exceeds seventeen (17) points, the chance to critically block is increased by the excess.
4426
4427Pummel is a melee move that interrupts spell-casting and preventing any spell in that school from being cast for 1d4 turns.
4428
4429Intimidating Shout is a shout that the warrior shouts out like a lion, causing up to two (2) enemies within eight (8) feet of the warrior to flee in fear, lasts 1d4 turns.
4430
4431Shield Wall allows the warrior to reduce all damage taken by 1d4 for four (4) turns. This is only useable once every four (4) hours.
4432
4433Intercept allows the warrior to charge the enemy, causing 1d6 Physical damage and stunning them for 1d4 turns.
4434
4435Recklessness gives all special ability attacks a nineteen (19) chance to critically hit on a 1d20 roll die, but damage taken is increased by 1d10, lasts four turns.
4436
4437Spell Reflection allows the warrior to raise their shield, reflecting the next spell cast on them within the next turn.
4438
4439Shattering Throw allows the warrior to throws their weapon at the enemy, causing 1d10 damages, reducing the armor on the target by 1d6 for 1d4 turns.
4440
4441Enraged Regeneration fills the warrior with rage and honor from these fallen warriors from the past, regenerate 30% of your total health over 1d4 turns. This skill is only useable once a week.
4442
4443Colossus smash allows the warrior to smashes a target for weapon damage plus 1d4 of damage, and allows subsequent attacks to penetrate all of the target’s armor for 1d4 turns.
4444
4445Heroic Leap allows the warrior to leap to a given area in an eight (8) to forty (40) feet radius, dealing 1d6 AoE damage on all enemy targets within eight (8) feet of the landing area. (Note: This is only useable if they can see the landing area. The warrior is unable to use this skill to get up a wall, I.E., jumping up 40 feet to get to a new floor; same can be said for going down floors. This skill can't be use if the warrior wants to jump around the corner.)
4446
4447Shockwave sends out a wave of force, dealing damage and stunning all enemies in a frontal, thirty (30) feet, cone for 1d4 turns.
4448
4449----
4450
4451Shadow/Discipline Priests
4452
4453Priests practice a complex, organized form of spirituality built around moral philosophy, the worship of a particular deity (such as Zeserot) in some cases, and/or idol worship, rather than around the reverence of the elements that shamans practice, or the close divine connection with animals and the wilderness that druids maintain. Priests serve not only as influential religious figures in their respective societies, but also as powerful practitioners of divine magic, which they use to heal and protect, or harm and weaken.
4454
4455Devotion to the faiths of Kyukon leads many priests to the paths of courage and heroism. In dark times, priests carry the Light of faith with them as a reminder of the powerful forces at work beyond the comprehension of the peoples who walk the land. Powerful healers with an intimate connection to the divine, priests are empowered with abilities that aid them in times of dire need.
4456
4457Priests comprise quite a varied group in Kyukon. A female priest is called a "priestess". Many are followers, in some manner, of the Holy Light. Some priests choose to be premasters or High Priest, while some of the most experienced become epic priests.
4458
4459Abilities: The most important ability score to a priest is their intelligence, seeing as it is their key ability score for manifesting powers and determining bonus power points. One of two second most being Charisma, it is important in working up a priest's spell power when it comes to magic devices. The other second most is Wisdom, helping the priest in learning how to use new spells easier and maybe get a few more spell per day use. Strength is not recommended for a priest to invest in.
4460
4461Where the class can only be found: Lawful Empire
4462
4463Alignment: Any but Chaos evil
4464
4465Starting Gold: 2d20x10 gold coins (20 – 400 gold coins)
4466
4467Starting age: Any
4468
4469Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
44701 ---- +0 ---- 0/0/2 ---- Smite ---- 4/3/0/0/0/0/0/0/0
44712 ---- +0 ---- 0/0/2 ---- N/A ---- 4/4/0/0/0/0/0/0/0
44723 ---- +1 ---- 0/1/2 ---- Shadow Word; Pain ---- 4/4/1/0/0/0/0/0/0
44734 ---- +2 ---- 1/1/3 ---- N/A ---- 4/4/2/0/0/0/0/0/0
44745 ---- +3 ---- 1/2/3 ---- Renew ---- 4/4/3/0/0/0/0/0/0
44756 ---- +3 ---- 1/1/4 ---- N/A ---- 4/4/4/0/0/0/0/0
44767 ---- +4 ---- 2/1/4 ---- Mind Flay ---- 4/4/4/1/0/0/0/0/0
44778 ---- +4 ---- 2/1/5 ---- N/A ---- 4/4/4/2/0/0/0/0/0
44789 ---- +5 ---- 2/2/5 ---- Mind Blast ---- 4/4/4/3/0/0/0/0/0
447910 ---- +5 ---- 2/2/6 ---- Resurrection ---- 4/4/4/4/0/0/0/0/0
448011 ---- +6 ---- 2/2/7 ---- Inner Fire ---- 4/4/4/4/1/0/0/0/0/0
448112 ---- +6 ---- 2/3/7 ---- Dispel Magic ---- 4/4/4/4/2/0/0/0/0
448213 ---- +6 ---- 3/2/8 ---- Devouring Plague ---- 4/4/4/4/3/0/0/0/0
448314 ---- +7 ---- 3/3/8 ---- Mind Vision ----4/4/4/4/4/0/0/0/0
448415 ---- +7 ---- 3/3/8 ---- Shadow Word; Death ----4/4/4/4/4/1/0/0/0
448516 ---- +7 ---- 3/3/9 ---- Shadow fiend ---- 4/4/4/4/4/2/0/0/0
448617---- +8 ---- 4/3/9 ---- Mind Sear ---- 4/4/4/4/4/4/3/0/0
448718 ---- +8 ---- 4/3/9 ---- Mind Flay ---- 4/4/4/4/4/4/4/0/0
448819 ---- +8 ---- 4/3/10 ---- Shadow-form ---- 4/4/4/4/4/4/1/0/0
448920 ----+9 ---- 4/4/10 ---- Psychic Horror ---- 4/4/4/4/4/4/2/0/0
4490---
4491Use Magic Device (Cha), Listen (Wis), Religion (Gods and Goddess) (int), Religion (holy symbols) (int), Religion (undead) (int), Arcana (cryptic phrases) (int), Architecture and engineering (buildings) (int)
4492---
4493Weapon and Armor Proficiency: Priest are only proficient when it comes to armor is cloth and nothing but cloth. Every ten (10) points that's within the intelligence stat will give them one point to their damage and healing spells. They get to heal their friends while they burn down the foe's life. As for any weapons proficient for the priest, they are skilled with; one-handed maces, two-handed staves, daggers and wands.
4494---
4495
4496Smite allows the priest to attack an enemy for 1d6 of Holy damage.
4497
4498Shadow Word; Pain is a word of darkness that causes 1d10 Shadow damage over four (4) turns.
4499
4500Renew is a spell that's cast upon a party member or self. The spell heals the target for 1d10 over three (3) turns.
4501
4502Mind Flay allows the priest to assault the target's mind with Shadow energy, causing 1d10 Shadow damage over three turns and slowing their movement speed by ten (10) feet.
4503
4504Mind Blast is a blast of shadow power to the target for 1d10 of Shadow damage.
4505
4506Resurrection allows the priest to bring back a fallen party member with 1d6 of hit points. This cannot be cast when in combat. The fallen party member cannot be brought back for two days by the same priest.
4507
4508Inner Fire fills the priest with a burst of Holy energy, increasing armor by 1d4. Each melee or ranged damage that hits against the priest will remove one (1) charge. This spell lasts up to seven (7) or until the twenty (20) charges of the spell are used.
4509
4510Dispel Magic to the priest to dispel magic on the target, removing one harmful spell from a friend or one beneficial spell from an enemy. This spell can only be use once every ten (10) minutes.
4511
4512Devouring Plague Afflicts the target with a disease that causes 1d20 Shadow damage over 1d6 turns, 5% of damage caused by the Devouring Plague heals the caster. This spell can only affect one (1) target at a time.
4513
4514Mind Vision allows the priest to see through the target's eyes for ten (10) minutes. This spell cannot be use on the same target for an hour.
4515
4516Shadow Word; Death is a word of dark binding that inflicts 1d20 of Shadow damage to the target. If the target is not killed by this spell, the caster takes damage equal to the damage inflicted upon the target.
4517
4518Shadow fiend is a summon spell that pulls a shadowy fiend from an unknown world to attack the target. The priest receives one (1) hit point when the Shadow fiend deals damage. This pet lasts for five (5) turns before it dies. It has a cool-down of one day.
4519
4520Mind Sear causes an explosion of shadow magic around the enemy target, causing 1d10 Shadow damage every turn for four (4) turns to all enemies within 10 feet around the target. Has a cool-down of one hour.
4521
4522Mind Flay is a spell assault the target's mind with Shadow energy, causing 1d6 of Shadow damage three (3) turns and slowing their movement speed by ten (10) feet.
4523
4524Shadow-form allows the priest to take upon a shadow-like form, increasing their Shadow damage by 1d4, increases all damage done to them by 1d. However, the priest may not cast healing spells while in this form. It takes up to two turns whenever the priest wants to go into their shadow form.
4525
4526Psychic Horror allows the priest to terrify the target, causing them to tremble in horror for two turns and drop all their main hand and ranged weapons for 1d4 turns.
4527
4528---
4529
4530Retribution/Holy Paladin
4531
4532The paladin is a "warrior of the Holy Light". They uphold all that is good and true in the world and revile all that is evil and sinister – especially undead. They are particularly potent against undead, as these creatures threaten the goodly species and the Holy Light burns them terribly. The presence of any evil is reprehensible to the paladin, but he focuses their efforts on destroying undead and demons. Found in almost every corner of Kyukon fighting the forces of evil and barbarism, these stalwart warriors of faith ceaselessly uphold their vigil against demonic forces from unknown worlds.
4533
4534Paladins are the embodiment of good and selfless dedication to the protection of their peoples. They help the innocent and punish the wicked. As such, paladins are generally of good alignment, there are however, also evil Paladins.
4535
4536Making an: Paladin
4537
4538Abilities: The most important ability score to a paladin is their strength, seeing as it is their key ability score for manifesting powers and determining bonus power points. One of the two second most being intelligence, it is important in working up a paladin's spell power when it comes to magic spells. The other second most is Charisma, helping the paladin in dealing with how to handle fights with common NPCs easier.
4539
4540Where the class can only be found: Lawful Empire
4541
4542Alignment: Lawful good
4543
4544Starting Gold: 4d20x10 gold coins (40 – 800 gold coins)
4545
4546Starting age: Any
4547
4548Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
45491 ---- +0 ---- 2/0/0 ---- Seal of Righteousness, Hammer of Justice ---- 4/1/0/0/0/0/0/0/0
45502 ---- +0 ---- 2/1/0 ---- Flash of Light ---- 4/2/0/0/0/0/0/0/0
45513 ---- +1 ---- 3/1/0 ---- x ---- 4/3/0/0/0/0/0/0/0
45524 ---- +2 ---- 3/2/0 ---- Lay on Hands ---- 4/4/0/0/0/0/0/0/0
45535 ---- +3 ---- 3/3/0 ---- x ---- 4/4/1/0/0/0/0/0/0
45546 ---- +3 ---- 4/2/0 ---- Hand of Protection ---- 4/4/2/0/0/0/0/0
45557 ---- +4 ---- 4/2/2 ---- x ---- 4/4/2/0/0/0/0/0/0
45568 ---- +4 ---- 5/2/2 ---- Exorcism ---- 4/4/4/0/0/0/0/0/0
45579 ---- +5 ---- 5/3/2 ---- x---- 4/4/4/1/0/0/0/0/0
455810 ---- +5 ---- 6/3/2 ---- Seal of Insight ---- 4/4/4/2/0/0/0/0/0
455911 ---- +6 ---- 7/3/2 ---- x ---- 4/4/4/3/0/0/0/0/0/0
456012 ---- +6 ---- 7/4/2 ---- Seal of Truth ---- 4/4/4/4/0/0/0/0/0
456113 ---- +6 ---- 8/4/2 ---- x ---- 4/4/4/4/1/0/0/0/0
456214 ---- +7 ---- 8/4/3 ---- Hammer of Wrath ----4/4/4/4/2/0/0/0/0
456315 ---- +7 ---- 9/4/3 ---- x ----4/4/4/4/3/0/0/0/0
456416 ---- +7 ---- 10/4/3 ---- Seal of Justice ---- 4/4/4/4/4/0/0/0/0
456517---- +8 ---- 11/5/3 ---- x ---- 4/4/4/4/4/1/0/0/0
456618 ---- +8 ---- 12/5/3 ---- Avenging Wrath ---- 4/4/4/4/4/2/0/0/0
456719 ---- +8 ---- 12/5/4 ---- x ---- 4/4/4/4/4/3/0/0/0
456820 ----+9 ---- 13/5/4 ---- Light of Dawn ---- 4/4/4/4/4/4/0/0/0
4569
4570----
4571Diplomacy (Cha), Intimidate (Cha), Sense Motive (Wis), Nobility and royalty (family trees) (int), Architecture and engineering (fortifications) (int), History (royalty) (int), Local (law) (int), Religion (gods and goddesses) (int), Religion (holy symbols) (int), Religion (undead) (int)
4572---
4573
4574Weapon and Armor Proficiency: Paladins are only proficient when it comes to armor is plate armor and nothing but plate. For every ten (10) points that goes into strength, the Paladin gets one (1) of damage added to their attack rolls. As for what the Paladin is proficient when it comes to weapons, they're able to use one and two handed axes, one and two handed swords, and one and two handed maces, Pole Arms.
4575----
4576
4577Seal of Righteousness fills the Paladin with holy spirit for twelve (12) hours, granting each single-target melee attack deals 1d4 additional Holy damages. Only one Seal can be active on the Paladin at any given time.
4578
4579Hammer of Justice allows the Paladin to stun the target for 1d4 turns. This spell can only stun someone once every hour.
4580
4581Flash of Light is a quick, expensive heal that heals a friendly target for 1d6 of points. Cast two points to from their daily points a day if used if the caster didn't preplan to use it.
4582
4583Lay on Hands heals a friendly target for an amount equal to the Paladin's maximum health. If used on the target again or self, the target cannot be targeted by Hand of Protection, or self-targeted Lay on Hands again for two (2) days.
4584
4585Hand of Protection, when targeted on a party member, or self, is protected from all physical attacks for three (3) turns, but during that time they cannot attack or use physical abilities. The PC may only have one Hand on them per Paladin at any one time. Once protected, the target cannot be targeted by Lay on Hands or Hand of Protection again for two (2) days.
4586
4587Exorcism causes 1d10 of Holy damages to an enemy target. If the target is Undead or Demon, it will always critically hit. This spell is useable once every ten (10) minutes.
4588
4589Seal of Insight fills the Paladin with divine power for twelve (12) hours, giving each single-target melee attack a chance to heal the Paladin for 1d4 when rolled an eighteen (18) or better. Only one Seal can be active on the Paladin at any one time. Only one Seal can be active on the Paladin at any given time.
4590
4591Seal of Truth fills the Paladin with holy power, causing single-target attacks to Censure the target, which deals 1d6 additional Holy of damage over three (3) turns. Censure can stack up to five (5) times. Once the stacked gets to five (5), each of the Paladin's attacks also deals 1d4 weapon damage as additional Holy damage. Only one Seal can be active on the Paladin at any one time. This spell lasts for twelve (12) hours.
4592
4593Hammer of Wrath is when the Paladin hurls a hammer that strikes an enemy for 1d10 holy powers. Only usable on enemies that have ten (10) or fewer hit points.
4594
4595Seal of Justice fills the Paladin with the spirit of justice for twelve (12) hours, causing each single-target melee attack to limit the target's maximum run speed for ten (10) feet and deal 1d6 additional Holy damages. Only one Seal can be active on the Paladin at any one time.
4596
4597Avenging Wrath fills the Paladin with holy power, increases all damage and healing caused by 1d6 for d14 turns. This spell can only be use once a week.
4598
4599Light of Dawn consumes all holy energy to send a wave of healing energy before the Paladin's hand, healing up to three (3) of the most injured targets in front of the Paladin, friend or foe, within thirty (30) feet in a frontal cone for five (5) hit points.
4600
4601----
4602
4603Bard
4604
4605After a life of plucking their bows, many hunters feel the itch to strum strings of a different kind. The Bards of Kyukon are the right choice for the idealists among hunters who wish to change the world with their poetry.
4606
4607The voice of a Bard is laden with magical harmonies, singing hymns that invoke the ancient Gods and Goddess of Kyukon to instill fear in the hearts of their enemies and inspire their comrades to victory with songs of eternal youth and glorious charges. Where their counterparts, regardless of gender, the Dancers, are more bent on disruption, Bards specialize in support, which make them central in all defensive strategies.
4608
4609Making am: Bard
4610
4611Abilities: The most important ability score to a Bard is their Charisma, using it to be their main way to buff their party members and place de-buffs on their foes. One of the two second most being intelligence, it is important in working up the Bard’s spells to hit their foes harder, maybe more powerful. The other stat is their Constitution score, helping them deal with their saving throws.
4612
4613Where the class can only be found: Empire of the Diamond Skulled Coyote
4614
4615Alignment: Any
4616
4617Starting Gold: 2d20x10 gold coins (20 – 400 gold coins)
4618
4619Starting age: Any
4620
4621Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
46221 ---- +0 ---- 1/0/0 ---- Summon Instrument ---- 4/1/0/0/0/0/0/0/0
46232 ---- +0 ---- 1/1/0 ---- x ---- 4/2/0/0/0/0/0/0/0
46243 ---- +1 ---- 2/1/0 ---- Detect Magic ---- 4/3/0/0/0/0/0/0/0
46254 ---- +2 ---- 2/2/0 ---- x ---- 4/4/0/0/0/0/0/0/0
46265 ---- +3 ---- 2/2/1 ---- Flare ---- 4/4/1/0/0/0/0/0/0
46276 ---- +3 ---- 2/2/2 ---- x ---- 4/4/2/0/0/0/0/0
46287 ---- +4 ---- 3/2/2 ---- Know Direction ---- 4/4/2/0/0/0/0/0/0
46298 ---- +4 ---- 4/2/2 ---- x ---- 4/4/4/0/0/0/0/0/0
46309 ---- +5 ---- 4/3/2 ---- Mending ---- 4/4/4/1/0/0/0/0/0
463110 ---- +5 ---- 4/4/2 ---- x ---- 4/4/4/2/0/0/0/0/0
463211 ---- +6 ---- 5/4/2 ---- Summon Monster ---- 4/4/4/3/0/0/0/0/0/0
463312 ---- +6 ---- 6/4/2 ---- x ---- 4/4/4/4/0/0/0/0/0
463413 ---- +6 ---- 6/5/2 ---- Disguise self ---- 4/4/4/4/1/0/0/0/0
463514 ---- +7 ---- 6/5/3 ---- x ----4/4/4/4/2/0/0/0/0
463615 ---- +7 ---- 7/5/3 ---- Identify ----4/4/4/4/3/0/0/0/0
463716 ---- +7 ---- 7/5/4 ---- x ---- 4/4/4/4/4/0/0/0/0
463817---- +8 ---- 8/5/4 ---- Alarm ---- 4/4/4/4/4/1/0/0/0
463918 ---- +8 ---- 9/5/4 ---- x ---- 4/4/4/4/4/2/0/0/0
464019 ---- +8 ---- 10/5/4 ---- Thriller ---- 4/4/4/4/4/3/0/0/0
464120 ----+9 ---- 10/6/4 ---- Summon Harem ---- 4/4/4/4/4/4/0/0/0
4642----
4643Perform; Sing (melody) (Cha), Perform; Keyboard instruments (harpsichord) (Cha), Perform; String instruments (harp) (Cha), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spell-craft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
4644---
4645
4646A bard is proficient with all simple weapons, plus the long-sword, rapier, sap, short sword, short-bow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spell-caster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do).
4647---
4648
4649Summon Instrument is a spell that summons one handheld musical instrument of the Bard's choice. This instrument appears in the Bard's hands or at their feet (Player's choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for the Bard that summons it, no other Bard can use it. The Bard can’t summon an instrument too large to be held in two hands.
4650
4651Detect Magic allows the Bard to find spells general area witch the spell maybe found at. This skill has a few settings and each takes up a turn, namely, the bard is unable to attack or move when used this spell:
4652
46531) Detect Magic: number; Number of different magical auras and the power of the most potent aura.
46542) Detect Magic: strength; the strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the Bard can make Spell-craft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a non-spell effect.)
46553) Detect Magic: Lingering Aura; a magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
4656
4657Original Strength ---- Duration of Lingering Aura
4658Faint ---- 1d6 rounds
4659Moderate ----1d6 minutes
4660Strong ---- 1d6x10 minutes
4661Overwhelming ----1d6 days
4662
4663Flare allows the Bard creates a burst of light. If the bard cause the light to burst directly in front of a single creature, that creature is dazzled for 1d4 turns unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
4664
4665Know Direction allows the Bard to instantly know the direction of north from their current position. The spell is effective in any environment in which “north†exists, but it may not work in extra planar settings. The Bard’s knowledge of north is correct at the moment of casting, but they can get lost again within moments if the PC doesn’t find some external reference point to help them keep track of direction. This spell can't be use more than every ten (10) minutes.
4666
4667Mending allows the Bard to repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
4668
4669When a Bard uses this spell, it summons an extra planar creature (typically an outsider, elemental or magical beast native to another plane). It appears where the Bard designate and acts immediately, on the Bard's turn. It attacks the Bard's opponents to the best of its ability.
4670
4671Summon Monster spell conjures one of the creatures from the list on the table. The Bard chooses which kind of creature to summon, and he/her/hir can change that choice each time they cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
4672
4673Celestial Dog, Celestial Owl, Celestial Giant Fire Beetle, Celestial Porpoise, Celestial Badger, Celestial, Monkey, Fiendish Dire Rat, Fiendish Raven, Fiendish Monstrous Centipede – Medium, Fiendish, Monstrous Scorpion – Small, Fiendish Hawk, Fiendish Monstrous Spider – Small, Fiendish Octopus, Fiendish Snake - Small Viper
4674
4675Disguise self allows the Bard to make oneself - including clothing, armor, weapons, and equipment - look different. The Bard can seem one foot shorter or taller, thin, fat, or in between. The Bard cannot change their body type. Otherwise, the extent of the apparent change is up to them. They could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of the Bard or their equipment. (Note: If the Bard uses this spell to create a disguise, they get a +10 bonus on the Disguise check. A creature that interacts with the Bard gets a Will save to recognize it as an illusion.)
4676
4677Identify spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. (Note: Arcane Material Component: A pearl of at least 100 gold coins value, crushed and stirred into wine with a feather; the infusion must be drunk prior to spell-casting.)
4678
4679Alarm is a spell that makes set off sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. The Bard decides at the time of casting whether the alarm will be mental or audible.
4680
4681Mental Alarm: A mental alarm alerts you (and only the bard) so long as the Bard remains within one mile of the warded area. The Bard note a single mental “ping†that awakens them from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
4682
4683Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
4684
4685(Note: In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for one round. Creatures within a silence spell cannot hear the ringing.)
4686
4687Thriller is a spell that compels all undead to dance for up to eleven (11) minutes. Zombies cannot save against it as well as skeletons. All other undead must make a DC Will save of thirty (30) or they too are compelled to dance. You can guess how they dance.
4688
4689Summon Harem allows the Bard summons a 1d10+5 beautiful male, female or herm, of the caster's choice of species; they will do what the Bard want and wish. The Harem by optional choice, may instead summon one 1d4+6 Fighter equal to 1/4th the Bard's caster level as their Fighter level (A level twenty (20) Mage would summon 1d4+6 level five fighter). Otherwise the Harem is unclad men, women or herm who has 10 hit points and thirteen (13) AC (+3 Dex).
4690
4691Material Component: a gold necklace worth at least twenty (20) gold coins
4692
4693---
4694
4695Necromancer
4696
4697A Necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to both wizards and clerics, but are more adept with necromancy spells. They use their abilities to raise/summon undead from their fallen enemies. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like charm or dominate.
4698
4699A Necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters and are quite durable in physical combat. A Necromancer should primarily be used for crowd control (and at higher levels, seriously, a 'crowd controller') able to curse the enemy while summoning or animating low cost zombies and skeletons to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.
4700
4701Abilities: Charisma is important as it grants a necromancer additional 'turn undead' uses. It also powers the necromancer's spells and other special abilities. Wisdom determines the amount of spells a Necromancer may cast per day, as well as increasing your Will save. A high dexterity can prove invaluable when going for touch attacks as a necromancer. Either for succeeding rolls for ranged damaging spells or energy draining melee attacks while in the form of a vampire or lich, your opponents will be at your mercy if they find themselves within your grasp. Constitution is rather unnecessary as undead lose all bonuses to their health once in their undead form.
4702
4703Where the class can only be found: Patron of the Shadow claws
4704
4705Alignment: Any but anything with lawful
4706
4707Starting Gold: 4d6 x10 gold coins (40 – 240 gold coins)
4708
4709Starting age: Any
4710
4711Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
47121 ---- +0 ---- 0/0/2 ---- Wells ---- 4/1/0/0/0/0/0/0/0
47132 ---- +0 ---- 0/0/2 ---- x ---- 4/2/0/0/0/0/0/0/0
47143 ---- +1 ---- 1/0/2 ---- Angorodon's Gaze ---- 4/3/0/0/0/0/0/0/0
47154 ---- +2 ---- 1/0/3 ---- x ---- 4/4/0/0/0/0/0/0/0
47165 ---- +3 ---- 2/0/3 ---- Minions ---- 4/4/1/0/0/0/0/0/0
47176 ---- +3 ---- 2/0/4 ---- x ---- 4/4/2/0/0/0/0/0
47187 ---- +4 ---- 2/1/4 ---- Foul Feast ---- 4/4/2/0/0/0/0/0/0
47198 ---- +4 ---- 2/1/5 ---- x ---- 4/4/4/0/0/0/0/0/0
47209 ---- +5 ---- 2/2/5 ---- Marks ---- 4/4/4/1/0/0/0/0/0
472110 ---- +5 ---- 2/2/6 ---- x ---- 4/4/4/2/0/0/0/0/0
472211 ---- +6 ---- 2/2/7 ---- Hexer's Vigor ---- 4/4/4/3/0/0/0/0/0/0
472312 ---- +6 ---- 3/2/7 ---- x ---- 4/4/4/4/0/0/0/0/0
472413 ---- +6 ---- 3/2/8 ---- Fear ---- 4/4/4/4/1/0/0/0/0
472514 ---- +7 ---- 4/2/8 ---- x ----4/4/4/4/2/0/0/0/0
472615 ---- +7 ---- 4/2/9 ---- Undead Form ----4/4/4/4/3/0/0/0/0
472716 ---- +7 ---- 4/2/10 ---- x ---- 4/4/4/4/4/0/0/0/0
472817---- +8 ---- 4/3/10 ---- Turn Undead ---- 4/4/4/4/4/1/0/0/0
472918 ---- +8 ---- 5/3/10 ---- x ---- 4/4/4/4/4/2/0/0/0
473019 ---- +8 ---- 5/3/11 ---- Skeletal Ally ---- 4/4/4/4/4/3/0/0/0
473120 ----+9 ---- 5/4/11 ---- x ---- 4/4/4/4/4/4/1/0/0
4732---
4733
4734Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (History) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Int).
4735
4736---
4737
4738A Necromancer is proficient with all simple weapons and distarns. They are proficient with Light armor and Shields.
4739---
4740
4741Wells— Wells are persistent spells that allow a necromancer to control the area around him, her or hir. Created at the necromancer's location, wells affect targets within the skill's range. Well of Blood; for example, applies a regeneration boon to all allies within it. A necromancer can only have one well skill active at any time.
4742
4743Angorodon's Gaze allows the PC to steals 2d10 hit points; the PC gains 3, 10 or12 hit points if the PC has a condition.
4744
4745Minions allow the necromancer summons undead minions to attack foes and do his bidding. Every minion-summoning spell has an associated secondary spell that appears after the minion has been summoned. This secondary spell destroys the minion while providing a powerful effect to the necromancer. For example, necromancers have a healing skill called Summon Blood Fiend that creates a minion that heals its master while it attacks.
4746
4747After the minion has been summoned, the Summon Blood Fiend skill is replaced by the skill Taste of Death, which allows a necromancer to destroy the minion to gain a larger amount of health.
4748
4749Foul Feast allows the PC to transfers all conditions from target an ally to themselves. They gain from zero to ten hit points and one to ten hit points for each condition transferred. Half recharge if they remove Disease. Cannot self-target.
4750
4751Marks allow the Necromancers can also place marks--ground-targeted spells with a variety of potent effects. For instance, Mark of Blood damages enemies while placing a regeneration boon on nearby allies. Marks will trigger after a set period of time, but a necromancer can always trigger their marks on command by hitting the skill again.
4752
4753Hexer's Vigor is an enchantment spell, (1d6 turns.) They have 1d4 Health regeneration for every three turns. Ends if they use a non-hex skill.
4754
4755Fear—Necromancers use a condition not available to any other profession: fear. A removable condition, fear makes an enemy flee directly away from a necromancer for a short period of time. For example, a necromancer can use Doom to instill fear in a single target.
4756
4757Undead Form: a necromancer gains the ability to cloak himself with powerful negative energy to assume the form of the undead. A necromancer may enter an undead form once per day that lasts for 1 hour/level of necromancer. While in an undead form, you lose any bonuses from constitution. Your health then doubles (d6 ==> d12 = doubles). You are now damaged by healing spells, healed by negative energy, and take double damage from fire, light and good attacks. You gain all immunities of the undead type. Additional notices - Immune to most effects that require fortitude saves, use charisma modifier for concentration checks.
4758
4759Zombie Form: Available to the necromancer at level 6. You gain a +2 natural armor bonus. You also gain an energy drain special attack. You must declare that you are using this special attack before your attack. You may only make 1 attack per round if you choose to use this special attack. In addition to bestowing 1 negative level on a hit, your attack deals 1d4 negative energy damages and 1d2 constitution damage.
4760
4761Vampire Form: Available to a level 12 necromancer. You gain a +2 natural armor bonus and damage reduction 5/magic. Your energy drain special attack does an additional 2d4 negative energy damage and 1d4 constitution damages. Vampire form also grants you a +4 turn resistance to a good cleric's turn undead ability. You also gain 10 resistances to cold and electricity energy. Vampire form also grants +2 to charisma and a +2 to the DC's of your enchantment spells such as charm or dominate.
4762
4763Lich Form: Available to a level 18 necromancer. While in lich form, you have a surrounding fear aura. Any creature that is within 30 feet of you (for the first time), if they fail the will save, they are affected by the fear spell. You gain a +2 natural armor bonus and damage reduction 10/magic. Your energy drain special attack now drains 2 negative levels per hit and does an additional 3d4 negative energy damage and 1d6 constitution damages. Lich form grants +4 turn resistance. You are immune to cold and electricity energy. Lich form grants +2 to charisma and +2 to the DC's of your necromancy, enchantment and illusion spells.
4764
4765Turn Undead: A necromancer has the power to affect undead creatures by channeling the power of his negative energy. You are able to rebuke or command undead a number of times per day equal to 3 + their Charisma modifier. A necromancer with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
4766
4767Skeletal Ally: At 4th level, a necromancer gains the ability to summon a powerful skeletal warrior to aid you in combat. Once summoned, a skeletal ally lasts until it is destroyed or the next time you rest. In order to summon a skeletal ally, a necromancer must spend an amount of turn undead attempts equal to the desired HD of the skeleton divided by 2. (Ex.) Deathstick, a level 5 necromancer, is able to summon a skeletal ally with an HD maximum of 4 (must be divisible by 2). Therefore, he must spend 2 turn undead attempts (2 + 2 = 4). He may not summon a skeleton with an HD of 6 until he has obtained level 6.
4768
4769---
4770
4771Elementalist
4772
4773Elementalists are often extremely gifted magic users, noticed and taken into a wizard's apprenticeship from birth. Because of their raw talent, an elementalist is often bored, and turns to self studying, abandoning the books that outline a wizard's path. Unlike sorcerers, elementalists respect knowledge and lore, but place more importance on nature and 'living magic'. Some become druids instead of continuing their arcane path, others return to wizardry. An elementalist strikes the balance between using the 'higher' arcane magic, and balancing themselves with nature.
4774
4775Most elementalists view society as destructive, and remove themselves from it. Some find companionship with druids, but are frowned upon for their use of arcane spells. Others find companionship with rangers, and sometimes monks, relating to their natural ways, and co-existence with nature. Some cross paths with sorcerers, and thus seek to improve themselves, while many remain hidden deep in the woods, until some debt or sequence of events drags them into adventure.
4776
4777During his studies, elementalists develop a strong bond with nature, and exist almost on a supernatural level with it. As he grows, he will usually find one companion, is a magical or natural beast, and travels and develops with it. The companion feeds off of an elementalists raw excess magical energy, growing and developing at the same rate. These bonds may become so strong that the death of an elementalist's companion will incapacitate him, even resulting in instant death.
4778
4779Elementalists, unlike most chaotic beings, place a high importance on honor, and in reverence of nature and other life. Because of this, they work and learn best with even lawful beings, such as monks and paladins, even studying with them in the course of their life.
4780
4781Alignment: Any but anything with lawful and chaos evil
4782
4783Starting Gold: 3d8 x10 (30 - 240 gold coins), plus one minor wondrous item
4784
4785Starting Age: "Simple"
4786
4787Alignment: Any nonlawful
4788
4789Where the class can only be found: Empire of the Two South Otters
4790
4791Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
47921 ---- +0 ---- 0/0/2 ---- Wild Empathy ---- 4/1/0/0/0/0/0/0/0
47932 ---- +0 ---- 0/0/2 ---- Evasion ---- 4/2/0/0/0/0/0/0/0
47943 ---- +1 ---- 1/0/2 ---- x ---- 4/3/0/0/0/0/0/0/0
47954 ---- +2 ---- 1/0/3 ---- Animal Affinity ---- 4/4/0/0/0/0/0/0/0
47965 ---- +3 ---- 2/0/3 ---- x ---- 4/4/1/0/0/0/0/0/0
47976 ---- +3 ---- 2/0/4 ---- Eschew Materials ---- 4/4/2/0/0/0/0/0
47987 ---- +4 ---- 2/1/4 ---- x ---- 4/4/2/0/0/0/0/0/0
47998 ---- +4 ---- 2/1/5 ---- Supernatural Penetration ---- 4/4/4/0/0/0/0/0/0
48009 ---- +5 ---- 2/2/5 ---- x ---- 4/4/4/1/0/0/0/0/0
480110 ---- +5 ---- 2/2/6 ---- Woodland Stride ---- 4/4/4/2/0/0/0/0/0
480211 ---- +6 ---- 2/2/7 ---- x ---- 4/4/4/3/0/0/0/0/0/0
480312 ---- +6 ---- 3/2/7 ---- x ---- 4/4/4/4/0/0/0/0/0
480413 ---- +6 ---- 3/2/8 ---- Speak with Animals ---- 4/4/4/4/1/0/0/0/0
480514 ---- +7 ---- 4/2/8 ---- x ----4/4/4/4/2/0/0/0/0
480615 ---- +7 ---- 4/2/9 ---- Improved Counter spell ----4/4/4/4/3/0/0/0/0
480716 ---- +7 ---- 4/2/10 ---- x ---- 4/4/4/4/4/0/0/0/0
480817---- +8 ---- 4/3/10 ---- Timeless Body ---- 4/4/4/4/4/1/0/0/0
480918 ---- +8 ---- 5/3/10 ---- x ---- 4/4/4/4/4/2/0/0/0
481019 ---- +8 ---- 5/3/11 ---- Spell Recalling ---- 4/4/4/4/4/3/0/0/0
481120 ----+9 ---- 5/4/11 ---- x ---- 4/4/4/4/4/4/1/0/0
4812---
4813
4814Handle Animal (Cha), Heal (Wis), Knowledge (Arcane, Nature, taken individualy) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis).
4815
4816---
4817
4818Weapon and Armor Proficiency: An elementalist can use most simple weapons, as well as the longbow, short bow, short sword, long sword, rapier, and whip. An elementalist takes a penalty of -4 with any weapon that has mechanical parts, such as a crossbow, as if he were non-proficient. He also takes a -1 penalty for any weapon made mostly out of metal, other than daggers, and the aforementioned swords. An elementalist is treated as being proficient with javelins when wielding one as a melee weapon, and does not take the -4 penalty.
4819
4820---
4821
4822
4823Wild Empathy: At first level, an elementalist can use body language, vocalization and his energy to improve communication with animals. This ability is treated as a diplomacy check. The elementalist rolls a d20, adds his elementalist level, and his charisma bonus to determine the result. An elementalist can use this on a magical beast with intelligence 1 or 2 with no penalty. Influencing an animal requires normal visibility and a distance of 30ft. or less. Generally, the action takes 1 minute.
4824
4825Evasion: If an elementalist of second level or higher makes a successful reflex save against an attack that would deal half damage on a success, he instead takes no damage. A helpless elementalist cannot use this ability.
4826
4827Animal Affinity: An elementalist of second level or higher gains Animal Affinity as a bonus feat.
4828
4829Eschew Materials: An elementalist of third level or higher obtains eschew materials as a bonus feat. Elementalists use the natural energy, so at this level, they rise above a need to use such things.
4830
4831Supernatural Penetration: At third level, an elementalist's supernatural abilities (if he has any) increase in their DC by +2.
4832
4833Woodland Stride: Starting at 8th level, an elementalist moves through bushes or other undergrowth without taking damage or suffering a penalty. Magical thorns, etc., or those magically manipulated to impede still affect the elementalist.
4834
4835Speak with Animals: Starting at 9th level, an elementalist may communicate with animals as if he were enchanted with the 'speak with animals' spell.
4836
4837Improved Counter-spell: An elementalist receives the bonus feat improved counter-spell at the 17th level.
4838
4839Timeless Body: An elementalist has attuned himself so well with nature that he no longer physically ages, and does not receive penalties or bonuses for aging. He also cannot be magically aged. In addition, an elementalist's lifespan multiplies by a factor of ten. (e.g., if his original lifespan was 120 yrs, it would be 1200 years.)
4840
4841Spell Recalling: An elementalist, upon seeing a spell an ally or enemy casts (he must be within 30 ft of the caster), may make a spell-craft check (Dc 20 + spell level+ caster level). Upon a success, he stores the spell in his mind. In this state, the spell cannot be cast, nor is it treated as a prepared spell. At the end of the day, he may write this spell in a spell-book, for later use. An elementalist may only acquire ONE spell per day this way, and must have 10 min/spell level of uninterrupted concentration to write the spells in. If he is interrupted, the spell for the day is lost.
4842---
4843
4844How to make a PC
4845
4846Everyone in this game is asking to make a character sheet to refer to about classes, skills, level, and so on. The sheets are used to help the DM understand where the PC wants to be and what they can and can’t do by giving things up like; picking to be a warrior and giving up being a being that’s skilled with spells and lead more to melee combat within battle, a eevee with a fire type dad or a hybrid Pokémon being able to play, etc.
4847
4848The following will help you learn how to make a PC to use with a clear how to use sheet.
4849
4850Character's name:
4851Level:
4852Alignment:
4853Gender:
4854Deity:
4855Class:
4856Age:
4857Height:
4858Weight:
4859Movement --- Base --- Armor --- Item --- Misc