· 8 years ago · Dec 03, 2017, 09:10 PM
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
75
76September 1, 1998
77
78This 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.
79
80I 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.
81
82Signed
83Yoshi, the shinxtails
84
85October 15, 2000
86
87Ever 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.
88
89Signed
90Yoshi, the shinxtails
91
92March 19, 2003
93
94I 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.
95
96Signed
97Yoshi, the shinxtails
98
99October 22, 20010
100
101That 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;
102
103November 12, 1999 - New Island
104
105First 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.
106
107All 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.
108
109
110July 21, 2000 - Shamuti Island, Orange Islands
111
112This 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.
113
114A 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.
115
116April 6, 2001 - Greenfield
117
118This 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.
119
120Hale 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.
121
122Hale 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.
123
124The 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.
125
126October 11, 2002 - Arborville, Johto
127
128This 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.
129
130For 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.
131
132Ash, 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.
133
134Now 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.
135
136As 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.
137
138May 16, 2003 - Altomare, Johto
139
140This 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.
141
142Now, 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.
143
144Now, 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.
145
146As 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.
147
148One 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?
149
1506th to 7th November 2009 - Alamos Town
151
152Let’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'.
153
154Now, the first of three events;
155
156This 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.
157
158Now, 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;
1591) Those two need to get yiff, big time.
1602) They're around the age of three, both of them. And lastly,
1613) Someone can't keep it up in bed, I wonder who.
162
163The 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.
164
165The 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.
166
1676th November - same day
168
169The 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.
170
171As 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.
172
173Now, 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.
174
175A 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.
176
177As 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.
178
179Zero was beaten and the world was happy, that was end of the event on that date.
180
1817th November 2009 - Michina
182
183This 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.
184
185Now, 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.
186
187Some 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.
188
189Now, 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.
190
191In closeting, I want to sum everything up before giving my input on all of this.
192
1937th November 2009 - Michina
194
195Proof that man will steal anything when helped.
196
1976th to 7th November 2009 -
198
199Man is willing to end their own world by any means.
200
201May 16, 2003 - Altomare, Johto
202
203Man, said to care for mons, is willing to cut down their so called 'friends' for their own well being.
204
205October 11, 2002 - Arborville, Johto
206
207Man is willing to go back through time to end the many lives for their own means.
208
209April 6, 2001 - Greenfield
210
211Man shows that their need for power is the only think on their mind, their kids are last.
212
213July 21, 2000 - Shamuti Island, Orange Islands
214
215Man unable to stay away where they aren't needed, let sleeping mons lie.
216
217November 12, 1999 - New Island
218
219Man's first step into self-destroying.
220
221My input:
222
223I 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?
224
225All 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.
226
227Signed
228Yoshi, the shinxtails
229
230March 4, 2011 – Ruins of Chargestone Cave
231
232This 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.
233
234Now, 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.
235
236Knowing 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!
237
238I 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.
239
240Now, 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.
241
242I 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.)
243
244Now, 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.
245
246Now, 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.
247
248The 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!
249
250Now, 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.
251
252In 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.
253
254I 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.
255
256I 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:
257
258I 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!
259
260 Signed
261 Yoshi, The shinxtails
262
263February 28, 2011 - Chargestone Cave, Unova
264
265I 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.
266
267The 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:
268
269Cherish Ball - Some kind of ball that the humans with a lot of money buy, it looks nice, but a normal ball.
270
271Dusk 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?
272
273Luxury Ball - This ball just forces the pokemon to less their free will and 'like' the human more when they were catch.
274
275Master Ball - This ball represent all of man's most vile works. I shell get back to this.
276
277The 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!
278
279Now, 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.
280
281This 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?
282
283I 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.
284
285 Sigh
286 Yoshi, the shinxtailes
287
288March 4, 2011 – Ruins of Chargestone Cave
289
290This 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.
291
292Now, 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.
293
294Knowing 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!
295
296I 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.
297
298Now, 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.
299
300I 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.)
301
302Now, 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.
303
304Now, 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.
305
306The 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!
307
308Now, 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.
309
310In 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.
311
312I 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.
313
314I 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:
315
316I 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!
317
318 Sigh
319 Yoshi, The shinxtails
320
321Reputation system
322
323The 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.
324
325Rep, 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.
326
327Rep 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.
328
329Rep 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.
330
331The 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.
332
333Exalted – 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.
334
335Revered – 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.
336
337Honored – 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.
338
339Friendly – 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.
340
341Neutral – 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.
342
343Unfriendly – 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.
344
345Hostile/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.
346
347Rep 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.
348
349For 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.
350
351Currently 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).
352
353The 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.
354
355Exalted – 1 to 100 (max)
356Revered – 1 to 750
357Honored – 1 to 500
358Friendly – 1 to 250
359Neutral – 1 to 100
360Unfriendly – 1 to 150
361Hostile – 1 to 300
362Hated – 1 to 500 (max)
363
364Various 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.
365
366The 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.
367
368Exalted – Discount up to 20% on items within that area. Access to racial and faction mounts and items.
369Revered – Discount up to 15% on items, nothing more.
370Honored – Discount up to 10% on items, nothing more.
371Friendly – Discount up to 5% on items, nothing more.
372Neutral – Nothing, they do not really think of you yet.
373Unfriendly – Cannot buy or sell to NPCs.
374Hostile/Hated – You will always be attacked on sight
375
376Populations’ types
377
378The 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.
379
380The 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.
381
382Areas, 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.
383
384Most 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):
385
386The 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.
387
388Gangs/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.
389
390The 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.
391
392Now, 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.
393
394The 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.
395
396The 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.
397
398The 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.
399
400Inn 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.
401
402Town/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.
403
404Now, 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.
405Watchdog – 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.
406
407Hair 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.
408
409Now, 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.
410
411The 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.
412
413Currency
414
415Money 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.
416
417The following are the listing will show the coins and each of their worth and how each will be reacted to while in game.
418
419The 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.
420
421The 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.
422
423The 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.
424
425The 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.
426
427 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).
428
429In 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.
430
431The 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.
432
433Average Examples
434Twenty 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.
435
436Forty 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.
437
438One 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.
439
440Five 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.
441
442One 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.
443
444Five 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.
445
446In 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.
447
448The 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.
449
450Generally 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.
451
452If 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.
453
454In 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.
455
456Different type of areas
457
458Areas 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.
459
460The 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.
461
462Hamlets – 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.
463
464Villages – 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.
465
466Small 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.
467
468Large 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.
469
470Small 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.
471
472Large 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.
473
474Metropolises – 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.
475
476Pokémon
477
478Benefit for Pokemorph and feral Pokémon
479
480In 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.
481
482In 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.
483
484Now, 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.
485
486Generally 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.
487
488The 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.
489
490However, 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.
491
492For 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;
493
494The 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.
495
496When 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.
497
498Whenever the being comes within five feet of the source, the mons pinpoints the source’s location.
499
500A 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.
501
502Water, 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.
503
504False, 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.
505
506The 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.
507
508The following listing is of feral mons, having mainly animal like looks within the Pokémon world.
509
510A
511Absol, Accelgor, Aerodactyl, Alomomola, Altaria, Amoonguss, Anorith, Arbok, Arcanine, Arceus, Archen, Archeops, Ariados, Aron, Articuno and Azurill
512
513B
514Bagon, Baltoy, Barboach, Basculin (both colors), Bastiodon, Bayleef, Beartic, Beldum, Bellsprout, Bidoof, Blitzle, Boldore, Bonsly, Bouffalant, Braviary, Bronzong, Bronzor, Budew, Buizel, Bulbasaur and Burmy
515
516C
517Camerupt, 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
518
519D
520Darmanitan, 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
521
522E
523Eelektrik, Eelektross, Eevee, Ekans, Electrike, Electrode, Emolga, Entei, Escavalier, Espeon, Exeggcute and Exeggutor
524
525F
526Farfetch'd, Fearow, Feebas, Ferroseed, Ferrothorn, Finneon, Flareon, Floatzel, Foongus, Forretress, Frillish, Froslass and Furretm
527
528G
529Galvantula, Gastly, Gastrodon, Geodude, Gigalith, Gible, Girafarig, Giratina, Glaceon, Glalie, Glameow, Gligar, Gliscor, Golbat, Goldeen, Gorebyss, Grimer, Grotle, Growlithe, Grimer and Gyarados
530
531H
532Haunter, Heatran, Herdier, Hippopotas, Hippowdon, Honchkrow, Ho-Oh, Hoothoot, Hoppip, Horsea, Houndoom, Houndour and Huntail
533
534I
535Ivysaur, Igglybuff
536
537J
538Jellicent, Jolteon, Joltik and Jumpluff
539
540K
541Kabuto, Kabutops, Kakuna, Keldeo, Kingdra, Kingler, Klang, Klink, Klinklang, Koffing, Krabby, Krokorok, Kyogre and Kyurem
542
543L
544Lairon, Lampent, Landorus, Larvitar, Lanturn, Lapras, Larvesta, Latias, Latios, Leafeon, Ledian, Ledyba, Liepard, Lileep, Lillipup, Linoone, Litwick, Lotad, Lugia, Lumineon, Lunatone, Luvdisc, Luxio and Luxray
545
546M
547Magcargo, 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
548
549N
550Natu, Nidoran (male and female), Nidorina, Nidorino, Nincada, Ninetales, Noctowl, Numel, Octillery, Oddish, Omanyte, Omastar and Onix
551
552P
553Pachirisu, 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
554
555Q
556Quilava and Qwilfish
557
558R
559Raikou, Ralts, Rapidash, Raticate, Rattata, Rayquaza, Relicanth, Remoraid, Reshiram, Reuniclus, Rhyhorn, Roggenrola, Rotom and Rufflet
560
561S
562Salamence, 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
563
564T
565Taillow, Tangela, Tauros, Tentacool, Tentacruel, Tepig, Terrakion, Thundurus, Tirtouga, Togekiss, Togepi, Torchic, Torkoal, Tornadus, Torterra, Totodile, Tranquill, Trapinch, Tropius, Turtwig, Tympole, Tynamo and Typhlosion
566
567U
568Umbreon, Unfezant and Unown
569
570V
571Vanillish, Vanillite, Vanilluxe, Vaporeon, Venipede, Venusaur, Vespiquen, Victreebel, Virizion, Volcarona, Voltorb, Vullaby and Vulpix
572
573W
574Wailmer, Wailord, Walrein, Weedle, Weepinbell, Weezing, Whirlipede, Whiscash, Wingull, Woobat, Wooper, Wormadam and Wurmple
575
576X
577Xatu
578
579Y
580Yamask and Yanmega
581
582Z
583Zapdos, Zebstrika, Zigzagoon, Zorua, Zubat, and Zweilous
584
585The following is a list of morphs, having human like bodies or seem ‘human’.
586
587A
588Abomasnow, Abra, Aggron, Aipom, Alakazam, Ambipom, Ampharos, Armaldo, Audino, Axew, Azelf and Azumarill
589
590B
591Banette, Beheeyem, Bellossom, Bibarel, Bisharp, Blastoise, Blaziken, Blissey, Breloom and Buneary
592
593C
594Cacnea, Cacturne, Carracosta, Chansey, Charizard, Charmeleon, Chimchar, Clefable, Clefairy, Cofagrigus, Combusken, Conkeldurr, Cranidos, Croagunk, Croconaw, Cubchoo, Cubone and Cyndaquil
595
596D
597Darkrai, Darumaka, Deoxys, Dewott, Dragonite, Drilbur, Drowzee, Druddigon and Dusclops
598
599E
600Electabuzz, Electivire, Elekid, Elgyem, Emboar, Empoleon, Excadrill and Exploud
601
602F
603Feraligatr, Flaaffy and Fraxure
604
605G
606Gabite, Gallade, Garbodor, Garchomp, Gardevoir, Genesect, Gengar, Gloom, Golduck, Golem, Golett, Golurk, Gothita, Gothitelle, Gothorita, Granbull, Graveler, Groudon, Grovyle, Grumpig and Gurdurr
607
608H
609Happiny, Hariyama, Haxorus, Heatmor, Heracross, Hitmonchan, Hitmonlee, Hitmontop, Hydreigon and Hypno
610
611I
612Illumise and Infernape
613
614J
615Jigglypuff, Jirachi and Jynx
616
617K
618Kabutops, Kadabra, Kangaskhan, Karrablast, Kecleon, Kirlia, Kricketot and Krookodile
619
620L
621Leavanny, Lickilicky, Lickitung, Lilligant, Lombre, Lopunny, Loudred, Lucario and Ludicolo
622
623M
624Machamp, 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
625
626N
627Nidoking, Nidoqueen, Nosepass and Nuzleaf
628
629O
630Oshawott
631
632P
633Palkia, Panpour, Pansage, Pansear, Pawniard, Pignite, Pinsir, Piplup, Plusle, Politoed, Poliwhirl, Poliwrath, Primeape, Prinplup and Psyduck
634
635Q
636Quagsire
637
638R
639Raichu, Rampardos, Regice, Regigigas, Regirock, Registeel, Reuniclus, Rhydon, Rhyperior, Riolu, Roselia and Roserade
640
641S
642Sableye, 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
643
644T
645Tangrowth, Teddiursa, Throh, Timburr, Togetic, Toxicroak, Treecko, Trubbish, Tyranitar and Tyrogue
646
647U
648Ursaring and Uxie
649
650V
651Venonat, Victini, Vigoroth, Vileplume and Volbeat
652
653W
654Wartortle, Watchog, Weavile, Whimsicott, Whismur, Wigglytuff and Wynaut
655
656Z
657Zangoose, Zekrom and Zoroark
658
659Size different
660
661Diminutive Pokemon
662
663Pokemon 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).
664
665The 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.
666
667A
668Azurill; Azelf
669
670B
671Budew; Burmy
672
673C
674Castform; Caterpie; Chingling; Cleffa; Combee; Cottonee
675
676D
677Diglett; Ditto; Drilbur; Durant; Dwebble
678
679E
680Eevee
681
682F
683Foongus
684
685J
686Jirachi; Igglybuff; Joltik
687
688K
689Klink; Kricketot
690
691L
692Litwick
693
694M
695Magnemite; Manaphy; Mesprit
696
697P
698Paras; Pichu; Pidgey; Pidove
699
700R
701Rattata; Roselia; Rotom
702
703S
704Sewaddle; Shaymin (Landform); Shellder; Shellos; Solosis; Spearow; Starly; Sunkern
705
706T
707Taillow; Togepi; Tynamo
708
709U
710Uxie
711
712W
713Weedle; Wurmple
714
715Tiny Pokemon
716
717Pokemon 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).
718
719The 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.
720
721A
722Aron
723
724B
725Baltoy; Barboach; Bellossom; Bidoof; Bonsly; Bronzor; Buneary
726
727C
728Cacnea; Chatot; Cherrim; Cherubi; Chimchar; Chinchou; Cinccino; Clamperl; Cubchoo; Cubone; Cyndaquil
729
730D
731Drifloon; Ducklett
732
733E
734Elgyem; Emolga; Exeggcute
735
736F
737Finneon
738
739G
740Geodude; Glameow; Gothita; Gulpin
741
742H
743Hoppip; Horsea
744
745J
746Jigglypuff
747
748K
749Kabuto; Karrablast; Krabby
750
751L
752Lillipup; Linoone; Lotad
753
754M
755Mankey; Marill; Meowth; Mew; Minccino; Minun; Mudkip; Murkrow
756
757N
758Nidoran (Male and female); Nincada
759
760O
761Oddish; Oshawott
762
763P
764Pachirisu; Patrat; Pawniard; Petilil; Phanpy; Phione; Pikachu; Piplup; Plusle; Poochyena; Purrloin
765
766Q
767Qwilfish
768
769R
770Ralts; Roggenrola; Rufflet
771
772S
773Sableye; Seedot; Shaymin (sky form); Shelmet; Shieldon; Shinx; Shroomish; Smoochum; Spinarak; Squirtle; Stunky; Surskit; Swablu; Swadloon; Swinub
774
775T
776Tepig; Torchic; Torkoal; Treecko; Turtwig; Tympole
777
778U
779Unown
780
781V
782Vanillite; Venipede; Victini; Voltorb; Vullaby
783
784W
785Woobat; Wooper; Wormadam
786
787Y
788Yamask
789
790Z
791Zigzagoon
792
793
794Small Pokemon
795
796Mons 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.
797
798A
799Amoonguss; Anorith; Archen; Axew
800
801B
802Bagon; Beldum; Bellsprout; Buizel; Bulbasaur
803
804C
805Cascoon; Celebi; Charmander; Chimecho; Clefairy; Corphish; Corsola; Croagunk
806
807D
808Darumaka; Deerling; Dugtrio; Duosion
809
810E
811Electrike; Elekid; Excadrill
812
813F
814Feebas; Ferroseed
815
816G
817Gible; Goldeen; Gothorita; Growlithe
818
819H
820Happiny; Hoothoot; Houndour
821
822I
823Illumise
824
825K
826Kakuna; Klang; Klinklang; Koffing
827
828L
829Lampent; Larvitar; Luvdisc
830
831M
832Magby; Mareep; Marshtomp; Mawile; Meditite; Meloetta; Metapod; Mime Jr.; Misdreavus; Munchlax; Munna
833
834N
835Numel
836
837P
838Panpour; Pansage; Pansear; Pineco; Poliwag; Porygon2
839
840R
841Raticate; Remoraid; Riolu
842
843S
844Sandile; Sandshrew; Scraggy; Shuckle; Shuppet; Silcoon; Skiploom; Skitty; Slugma; Snivy; Snorunt; Snubbull; Spoink; Staravia; Stunfisk; Swellow
845
846T
847Teddiursa; Timburr; Tirtouga; Togetic; Totodile; Tranquill; Trapinch; Trubbish; Tyrogue
848
849V
850Volbeat; Vulpix
851
852W
853Whimsicott; Whismur; Wingull; Wynaut
854
855Z
856Zorua
857
858Fine Pokemon
859
860Pokémon 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.
861
862Mons 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.
863
864A
865Abra; Accelgor; Aipom; Azumarill
866
867B
868Basculin; Beautifly; Beedrill; Beheeyem; Bibarel; Blitzle; Boldore
869
870C
871Carvanha; Chandelure; Chikorita; Combusken; Cranidos
872
873D
874Deino; Delibird; Dewott; Drowzee; Duskull
875
876E
877Escavalier; Espeon
878
879F
880Farfetch'd; Ferrothorn; Flaaffy; Flareon; Fraxure
881
882G
883Galvantula; Gastrodon; Glaceon; Gloom; Golett; Graveler; Grimer; Grovyle; Grumpig
884
885H
886Herdier; Hippopotas; Honchkrow
887
888I
889Ivysaur
890
891J
892Jolteon; Jumpluff
893
894K
895Kecleon; Kirlia; Kricketune; Krokorok
896
897L
898Lairon; Leafeon; Ledyba; Lileep; Loudred; Lunatone; Luxio
899
900M
901Machop; Magcargo; Magneton; Makuhita; Mantyke; Maractus; Marowak; Masquerain; Mienfoo; Mightyena; Mismagius; Monferno; Mothim
902
903N
904Nidorina; Nidorino; Ninjask; Nosepass; Nuzleaf
905
906O
907Octillery; Omastar
908
909P
910Palpitoad; Parasect; Persian; Pignite; Poliwhirl; Ponyta; Porygon; Porygon-Z; Primeape; Prinplup; Psyduck; Purugly
911
912Q
913Quilava
914
915R
916Raichu; Relicanth; Reuniclus; Rhyhorn; Roserade
917
918S
919Sandslash; Sentret; Servine; Shedinja; Simipour; Simisear; Skorupi; Skuntank; Slakoth; Sneasel; Snover; Spheal; Spiritomb; Staryu; Sunflora; Swoobat
920
921T
922Tangela; Tentacool
923
924U
925Umbreon
926
927V
928Vaporeon; Venonat
929
930W
931Wartortle; Weepinbell; Whiscash; Wigglytuff
932
933Z
934Zubat
935
936Medium pokemon
937
938Pokémon 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.
939
940A
941Absol; Alomomola; Altaria; Ambipom; Ariados; Audino
942
943B
944Banette; Bayleef; Breloom; Butterfree
945
946C
947Carracosta; Chansey; Charmeleon; Crawdaunt; Croconaw; Cryogonal
948
949D
950Delcatty; Donphan; Drifblim; Dustox
951
952E
953Eelektrik; Electabuzz
954
955F
956Fearow; Floatzel; Forretress; Frillish
957
958G
959Gligar; Grotle; Gurdurr
960
961I
962Infernape
963
964L
965Lanturn; Larvesta; Leavanny; Lickitung; Liepard; Lilligant; Lombre; Lopunny; Lucario; Lumineon
966
967M
968Magnezone; Mandibuzz; Metang; Miltank; Muk; Musharna
969
970N
971Ninetales
972
973P
974Pelipper; Pidgeotto; Piloswine; Politoed; Pupitar
975
976S
977Scrafty; Seadra; Sealeo; Seel; Shelgon; Simisage; Slowpoke; Smeargle; Solrock; Spinda; Staraptor; Starmie; Stoutland; Sudowoodo
978
979U
980Unfezant
981
982V
983Vanillish; Vespiquen; Vibrava; Vileplume
984
985W
986Watchog; Weavile; Weezing; Whirlipede
987
988Large Pokemon
989
990Pokémon 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.
991
992A
993Ampharos; Archeops
994
995B
996Bastiodon; Bronzong
997
998C
999Cacturne; Carnivine; Clefable; Crustle
1000
1001D
1002Darmanitan; Doduo; Drapion
1003
1004F
1005Froslass
1006
1007G
1008Gabite; Gastly; Genesect; Golem; Granbull
1009
1010H
1011Heatmor; Hitmonchan; Hitmontop; Houndoom
1012
1013J
1014Jynx
1015
1016K
1017Kabutops; Kadabra; Keldeo; Kingler
1018
1019L
1020Latias; Ledian; Luxray
1021
1022M
1023Magmar; Medicham; Mienshao; Mr. Mime
1024
1025N
1026Nidoking; Nidoqueen
1027
1028P
1029Poliwrath; Probopass
1030
1031W
1032Quagsire
1033
1034S
1035Sawk; Seaking; Shiftry; Sigilyph; Stantler; Swanna
1036
1037T
1038Tauros; Throh; Toxicroak
1039
1040V
1041Vanilluxe; Vigoroth
1042
1043W
1044Walrein; Wobbuffet
1045
1046Z
1047Zangoose; Zweilous
1048
1049Lanky Pokémon
1050
1051Pokémon 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.
1052
1053A
1054Aerodactyl; Alakazam; Armaldo; Articuno
1055
1056B
1057Bisharp; Blastoise; Blissey; Bouffalant; Braviary
1058
1059C
1060Charizard; Claydol; Cloyster; Cofagrigus; Conkeldurr; Cradily; Cresselia; Crobat
1061
1062D
1063Darkrai; Deoxys; Dewgong; Dodrio; Dratini; Druddigon; Dunsparce; Dusclops
1064
1065E
1066Electivire; Emboar; Empoleon; Exploud
1067
1068F
1069Furret
1070
1071G
1072Gallade; Gardevoir; Gengar; Gigalith; Girafarig; Glalie; Golbat; Golduck; Gorebyss; Gothitelle
1073
1074H
1075Haunter; Haxorus; Heatran; Heracross; Hitmonlee; Huntail; Hydreigon; Hypno
1076
1077K
1078Kingdra; Krookodile
1079
1080L
1081Lickilicky; Ludicolo
1082
1083M
1084Machamp; Machoke; Magmortar; Manectric; Meganium; Metagross
1085
1086N
1087Noctowl
1088
1089P
1090Pidgeot; Pinsir
1091
1092R
1093Rampardos; Rapidash; Regice; Regirock
1094
1095S
1096Salamence; Samurott; Sceptile; Scizor; Scyther; Seismitoad; Sharpedo; Skarmory; Slowbro; Swalot; Swampert
1097
1098T
1099Tentacruel; Togekiss; Typhlosion
1100
1101U
1102Ursaring
1103
1104V
1105Venomoth; Victreebel; Volcarona
1106
1107X
1108Xatu
1109
1110Z
1111Zapdos; Zebstrika; Zoroark
1112
1113Huge Pokémon
1114
1115Pokémon 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.
1116
1117They 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.
1118
1119A
1120Abomasnow; Arcanine
1121
1122B
1123Beartic; Blaziken
1124
1125C
1126Camerupt
1127
1128D
1129Dragonite; Dusknoir
1130
1131E
1132Ekans; Exeggutor
1133
1134F
1135Feraligatr; Flygon
1136
1137G
1138Garbodor; Garchomp; Gliscor; Golurk
1139
1140H
1141Hariyama; Hippowdon
1142
1143J
1144Jellicent
1145
1146L
1147Lapras; Latios
1148
1149M
1150Mamoswine; Mewtwo; Moltres
1151
1152R
1153Raikou; Registeel; Rhydon; Rhyperior
1154
1155S
1156Sawsbuck; Scolipede; Seviper; Slaking; Slowking; Snorlax; Suicune
1157
1158T
1159Tangrowth; Terrakion; Torterra; Tropius; Tyranitar
1160
1161V
1162Venusaur; Virizion
1163
1164Y
1165Yanmega
1166
1167
1168Gargantuan Pokémon
1169
1170Pokémon 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.
1171
1172They 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.
1173
1174A
1175Arbok; Arceus
1176
1177D
1178Dialga; Dragonair
1179
1180G
1181Giratina (Altered Form); Groudon; Gyarados
1182
1183H
1184Ho-Oh
1185
1186K
1187Kyogre; Kyurem
1188
1189L
1190Lugia
1191
1192M
1193Milotic
1194
1195P
1196Palkia
1197
1198R
1199Regigigas; Reshiram
1200
1201S
1202Serperior
1203
1204Z
1205Zekrom
1206
1207Colossal and Colossal+ Pokémon
1208
1209Mons 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.
1210
1211G
1212Giratina (Origin Form)
1213
1214O
1215Onix
1216
1217R
1218Rayquaza
1219
1220S
1221Steelix
1222
1223W
1224Wailord
1225
1226List of perks/feats of groups
1227
1228List of perks
1229
1230Perks 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.
1231
1232Types, 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.
1233
1234Here are some given ways for PCs have given reason for why their type change or why they have a third type.
1235
1236Example number one:
1237
1238A 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.
1239
1240Example number two:
1241
1242A 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.
1243
1244The 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.
1245
1246(Species name); type one, type two and type three
1247
1248Example
1249
1250Shinx; Fire, water and ground type.
1251
12521) Rune Empire
1253
1254Perks:
1255
1256Basic 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.
1257
1258Mons who picked will get a plus two (+2) to their cooking skill, allowing them to fish in shallow waters like rivers.
1259
1260* 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.
1261
1262Mons 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.
1263
1264*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.
1265
1266Gate 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.
1267
1268Combing 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.
1269
1270*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.
1271
1272This 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.
1273
1274Additional 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.
1275
1276(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.))
1277
12782) Empire of the Chaotic Fox
1279
1280Master 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.
1281
1282However, 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.
1283
1284(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.)
1285
1286*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.
1287
1288Mons 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.
1289
1290(Note: This benefit cannot pair along side with the 'Master of the chitchat' benefit.)
1291
1292Street 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).
1293
1294Know 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.
1295
1296(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.)
1297
1298*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.
1299
1300Head 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.
1301
1302Mons 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.
1303
1304Additional 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.)
1305
13063) Unholy Spirit Empire
1307
1308*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.
1309
1310Mons 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.
1311
1312Additional 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.)
1313
1314Dancing 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.
1315
1316*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.
1317
1318Hide 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.
1319
1320Unholy 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).)
1321
1322* 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.
1323
1324In 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.
1325
13264) Empire of the Five Holy Eagles
1327
1328*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.
1329
1330Mons 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.
1331
1332Additional 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.)
1333
13341) 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.)
1335
13362) 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).
1337
13383) 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.
1339
13404) 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.
1341
13425) 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.
1343
1344Birds 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.
1345
1346Peck, 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.
1347
1348*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.
1349
1350Leader 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.
1351
1352Early 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.
1353
13545) Empire Cyborgs Of Eternity
1355
1356*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.
1357
1358*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.
1359
1360Mons 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.
1361
1362 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.)
1363
1364My 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. )
1365
1366And 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.)
1367
1368A 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.)
1369
1370Technology 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.
1371
13726) Infernal Empire of the Fangs
1373
1374*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.)
1375
1376Mons 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.
1377
1378Additional 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.)
1379
1380*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.
1381
1382Example: 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.
1383
1384(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.)
1385
1386Hack 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.
1387
1388Light 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.
1389
1390A 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.
1391
1392The 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.
1393
1394*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.
1395
13967) True Green Empire
1397
1398*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.
1399
1400*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.
1401
1402Furthermore, 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.
1403
1404This 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.
1405
1406Additional 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.)
1407
1408Master 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’.)
1409
1410May 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.
1411
1412From 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.
1413
1414*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.
1415
14168) Celestial Empire
1417
1418*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.
1419
1420Working 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.
1421
1422Learning 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.
1423
1424*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.
1425
1426Mons 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.
1427
1428Additional 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.)
1429
1430Everything 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.
1431
1432*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.
1433
14349) Hive of Order Empire
1435
1436The 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.)
1437
1438*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.
1439
1440Mons 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.
1441
1442Additional 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.)
1443
1444The 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.
1445
1446*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.
1447
1448Clothing 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.
1449
1450*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.
1451
145210) Empire of the Two South Otters
1453
1454*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.
1455
1456Take 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.
1457
1458Let 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.
1459
1460*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.)
1461
1462*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.
1463
1464This 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.
1465
1466Additional 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.)
1467
1468Try 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.
1469
147011) Shadow claws Empire
1471
1472A ‘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’.
1473
1474Unholy 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.
1475
1476*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.
1477
1478Mons 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.
1479
1480This 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.
1481
1482Additional 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.)
1483
1484Waking 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.
1485
1486*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.
1487
1488*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.
1489
1490Mons 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.
1491
149212) Plague Force Empire
1493
1494Something 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.
1495
1496*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.
1497
1498Poison 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).
1499
1500*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.
1501
1502Mons 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.
1503
1504Within 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.
1505
1506Mons 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.
1507
1508You 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.
1509
1510Mons 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.
1511
1512This 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.
1513
1514Additional 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.
1515
1516(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.)
1517
151813) Empire of the Diamond Skulled Coyote
1519
1520Dance 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.
1521
1522*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.
1523
1524*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.
1525
1526Dance 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.
1527
1528*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.
1529
1530Mons 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.
1531
1532This 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.
1533
1534Additional 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.
1535
1536(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.)
1537
1538Dancing 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.
1539
154014) Empire of the Icy Animals
1541
1542The 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.
1543
1544*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.
1545
1546Walking 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).
1547
1548*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.
1549
1550Mons 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.
1551
1552Mons 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.
1553
1554Mons 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.
1555
1556How 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.
1557
1558Icy 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.
1559
1560Mons 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.
1561
1562This 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.
1563
1564Additional 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.
1565
1566(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.)
1567
156815) Lawful Empire
1569
1570Holy 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.
1571
1572*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.
1573
1574I 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.
1575
1576*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.
1577
1578Clouse 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.
1579
1580*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.
1581
1582Mons 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.
1583
1584This 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.
1585
1586Additional 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.
1587
1588(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.)
1589
159016) Empire of the Superstitions
1591
1592*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.
1593
1594Mons 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).
1595
1596*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.
1597
1598Mons 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.
1599
1600Preparing 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.
1601
1602Mons 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.
1603
1604Every 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.
1605
1606Mons 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.
1607
1608It 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.
1609
1610Mons 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.
1611
1612*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.
1613
1614Mons 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;
1615
16161) 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).
1617
16182) 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).
1619
16203) 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.
1621
1622Mons 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.
1623
1624This 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.
1625
1626Additional 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.
1627
1628(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.)
1629
163017) Empire of the Seventy West Dragons
1631
1632Mother 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.
1633
1634Mons 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.
1635
1636A 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.
1637
1638Mons 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.
1639
1640This 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.
1641
1642Pick 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.
1643
1644Mons 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.
1645
1646Mons 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.
1647
1648*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.
1649
1650Mons 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.
1651
1652*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.
1653
1654Mons 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.
1655
1656*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.
1657
1658Mons 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.
1659
1660Mons 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.
1661
1662This 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.
1663
1664Additional 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.
1665
1666(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.)
1667
1668Groups of feats
1669
1670Feats 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.
1671
1672Oral vore
1673
1674Swallow Whole- Same as normal monster feat.
1675
1676Expanded 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)
1677
1678Expanded 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)
1679
1680Expanded 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)
1681
1682Through 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)
1683
1684Swoop 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)
1685
1686From 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)
1687
1688Fast 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)
1689
1690Fast 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)
1691
1692Fast 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)
1693
1694Iron 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)
1695
1696Healing 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.
1697
1698Tail vore
1699
1700An 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)
1701
1702Unexpected 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)
1703
1704Tail 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)
1705
1706Tail 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)
1707
1708Unbirthing
1709
1710Motherhood - 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)
1711
1712Born 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)
1713
1714Strengthened 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)
1715
1716Resistant 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).
1717
1718Caring 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.
1719
1720Overnight 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):
1721
1722Stomach – Temporary plus one (+1), to AC, due to becoming resistant from acids. This effect lasts 24 hours.
1723
1724Womb - Temporary Fast healing one (1), due to the regenerative properties of the womb. This effect lasts 24 hours.
1725
1726Cock - Temporary +2 boost to any skill requiring CHA, due to phermones coating the prey's body. This effect lasts 24 hours.
1727
1728Breeder - 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)
1729
1730Milking
1731
1732Farmer - 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)
1733
1734Born 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)
1735
1736
1737List of pokemon attacks
1738
1739In 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.
1740
1741Some 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.
1742
1743There’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.
1744
1745DCs 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.
1746
1747DC = 10+ (1/2 * Level) +stat mod
1748
1749For example, Thunder-shock would run off of INT for a pokemon move. A pokemon with a stat mon for their Int of two
1750
1751DC = 10+ (1/2*2) +2 = 13 – DC of 13
1752DC = 10+ (1/2*7) +4 = 17.5 (round down to) 18 – DC of 18
1753
1754In any event when there’s a number after the point, round down to the nearest number, even if the number is greater than six.
1755
1756Major status ailment
1757
1758Burn - Take 1d4 damage every turn, STR decreased by half for damage calculation.
1759Sleep - Cannot take an action until woken up by a teammate, or hit with an attack.
1760Poison - Take 1d6 damage every turn.
1761Paralysis - Roll Percentile die. If 1-25, cannot take an action that turn. Initiative reduced by half.
1762Freeze - Roll percentile die. If 1-10, you thaw. Cannot take an action until thawed or hit by a fire-type attack.
1763
1764Minor status ailment
1765
1766Confusion - Roll percentile die. If 1-50, attack yourself. Otherwise, complete turn normally.
1767
1768Physical moves are STR, ranged moves are INT, and stat-altering moves are WIS.
1769
1770---
1771
1772 The weakest set of moves
1773
1774Weak 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.
1775
1776---
1777
1778A Pokemon move that just do normal attack and doesn’t do much else within battle is listed below.
1779
1780Aqua Jet
1781Bullet Punch
1782Double Kick
1783Dragon Rage
1784Echoed Voice
1785Fake Out
1786False Swipe
1787Feint
1788Frost Breath
1789Fury Cutter
1790Gust
1791Ice Shard
1792Incinerate
1793Mach Punch
1794Pay Day
1795Peck
1796Pound
1797Pursuit
1798Quick Attack
1799Rage
1800Scratch
1801Shadow Sneak
1802Snore
1803Sonic Boom
1804Storm Throw
1805Twister
1806Vacuum Wave
1807Vine Whip
1808Water Gun
1809
1810Moves 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.
1811
1812Knock Off
1813Rapid Spin
1814Thief
1815
1816
1817Moves 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.
1818
1819Arm Thrust
1820Barrage
1821Bind
1822Bone Rush
1823Bullet Seed
1824Clamp
1825Comet Punch
1826Constrict
1827Double Hit
1828Double Slap
1829Dual Chop
1830Fire Spin
1831Fury Attack
1832Fury Swipes
1833Ice Ball
1834Icicle Spear
1835Pin Missile
1836Rock Blast
1837Rollout
1838Sand Tomb
1839Spike Cannon
1840Tail Slap
1841Triple Kick
1842Whirlpool
1843Wrap
1844
1845Moves 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.
1846
1847Ember
1848Lick
1849Poison Sting
1850Powder Snow
1851Rock Smash
1852Smog
1853Thunder Shock
1854Twin-needle
1855
1856Mon 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.
1857
1858Stored Power
1859
1860Mon 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.
1861
1862Acid
1863Acid Spray
1864Astonish
1865Bubble
1866Mud-Slap
1867Struggle Bug
1868
1869Mon 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.
1870
1871Absorb
1872Leech Life
1873Mega Drain
1874
1875---
1876
1877 Somewhat better then common attacks
1878
1879Mon 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.
1880
1881---
1882
1883A 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.
1884
1885Acrobatics
1886Aerial Ace
1887Air Cutter
1888Avalanche
1889Bite
1890Bone Club
1891Brine
1892Circle Throw
1893Cut
1894Dragon Tail
1895Faint Attack
1896Flame Wheel
1897Heart Stamp
1898Horn Attack
1899Karate Chop
1900Magical Leaf
1901Magnet Bomb
1902Needle Arm
1903Razor Leaf
1904Rock Throw
1905Rolling Kick
1906Round
1907Shadow Punch
1908Shock Wave
1909Steamroller
1910Stomp
1911Struggle
1912Tackle
1913Vice Grip
1914Weather Ball
1915Wing Attack
1916
1917Moves 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.
1918
1919Bug Bite
1920Covet
1921Pluck
1922
1923Moves 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.
1924
1925Bone-merang
1926Gear Grind
1927
1928Moves 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.
1929
1930Dragon Breath
1931Fire Fang
1932Flame Wheel
1933Force Palm
1934Ice Fang
1935Icy Wind
1936Poison Fang
1937Poison Tail
1938Sludge
1939Thunder Fang
1940
1941Mon 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.
1942
1943Ancient Power
1944Aurora Beam
1945Bubble Beam
1946Bulldoze
1947Charge Beam
1948Clear Smog
1949Electroweb
1950Flame Charge
1951Glaciate
1952Leaf Tornado
1953Low Sweep
1954Metal Claw
1955Mirror Shot
1956Mud Bomb
1957Mud Shot
1958Octazooka
1959Ominous Wind
1960Rock Tomb
1961Silver Wind
1962Snarl
1963Spark
1964
1965Mon 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.
1966
1967Fire Pledge
1968Grass Pledge
1969Water Pledge
1970
1971Attacks 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.
1972
1973Assurance – When attack
1974Hex –Any status ailments
1975Payback – When attacked
1976Revenge –When attacked
1977Smelling Salt –Only Paralysis
1978Veno-shock – Only poison
1979Wake-Up Slap –Only sleep
1980
1981Attacks 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.
1982
1983Smack Down
1984
1985Moves 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.
1986
1987Chatter
1988Confusion
1989Psy-beam
1990Water Pulse
1991
1992Moves 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.
1993
1994Sky Drop
1995
1996---
1997
1998 Set of moves that take some time to use
1999
2000The 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.
2001
2002---
2003
2004A 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.
2005
2006Air Slash
2007Aqua Tail
2008Attack Order
2009Aura Sphere
2010Brick Break
2011Chip Away
2012Crab hammer
2013Crunch
2014Dark Pulse
2015Discharge
2016Dragon Claw
2017Dragon Pulse
2018Drill Peck
2019Drill Run
2020Extrasensory
2021Extreme Speed
2022Flame Burst
2023Head butt
2024Hyper Fang
2025Icicle Crash
2026Iron Head
2027Mega Punch
2028Night Slash
2029Power Gem
2030Present
2031Psycho Cut
2032Psy-wave
2033Retaliate
2034Rock Slide
2035Sacred Sword
2036Secret Power
2037Seed Bomb
2038Shadow Claw
2039Slam
2040Slash
2041Strength
2042Sucker Punch
2043Super Fang
2044Surf
2045Synchronies
2046Techno Blast
2047U-turn
2048Vital Throw
2049Volt Switch
2050Waterfall
2051X-Scissor
2052Zen Head butt
2053
2054Moves 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.
2055
2056Tri Attack
2057
2058Moves 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.
2059
2060Grass Whistle
2061Blaze Kick
2062Body Slam
2063Cross Poison
2064Fire Punch
2065Flamethrower
2066Ice Beam
2067Ice Punch
2068Lava Plume
2069Poison Jab
2070Relic Song
2071Scald
2072Thunder Punch
2073
2074Mon 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.
2075
2076Secret Sword
2077
2078Mon 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.
2079
2080Bug Buzz
2081Crush Claw
2082Earth Power
2083Energy Ball
2084Fiery Dance
2085Flash Cannon
2086Luster Purge
2087Mist Ball
2088Muddy Water
2089Night Daze
2090Psy-shock
2091Razor Shell
2092Shadow Ball
2093Steel Wing
2094
2095Attacks 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.
2096
2097Drain Punch
2098Giga Drain
2099Horn Leech
2100
2101Attacks 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.
2102
2103Façade – Works on Poison, Burned or Paralysis
2104
2105Attacks 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.
2106
2107Sky Uppercut
2108
2109Moves 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.
2110
2111Dizzy Punch
2112Rock Climb
2113Signal Beam
2114
2115Moves 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.
2116
2117Bounce
2118Dig
2119Dive
2120Fly
2121Razor Wind
2122
2123Moves 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.
2124
2125Submission
2126Take Down
2127Wild Charge
2128
2129---
2130
2131Little better then weak attacks
2132
2133Moves 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.
2134
2135---
2136
2137A 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.
2138
2139Aero blast
2140Cross Chop
2141Dragon Rush
2142Dynamic Punch
2143Egg Bomb
2144Fusion Bolt
2145Fusion Flare
2146Future Sight
2147Judgment
2148Spacial Rend
2149Stone Edge
2150
2151Moves 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.
2152
2153Hammer Arm
2154Heat Wave
2155Inferno
2156Sacred Fire
2157Searing Shot
2158
2159Mon 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.
2160
2161Hammer Arm
2162Iron Tail
2163Meteor Mash
2164Psy-strike
2165
2166Attacks 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.
2167
2168Dream Eater
2169
2170Attacks 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.
2171
2172Jump Kick
2173
2174Moves 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.
2175
2176Skull Bash
2177
2178---
2179
2180Somewhat powerful moves
2181
2182Most 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.
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
2188Hydro Pump
2189Last Resort
2190Mega horn
2191Mega Kick
2192Power Whip
2193
2194Moves 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.
2195
2196Magma Storm
2197Outrage
2198Petal Dance
2199Thrash
2200
2201Moves that request the PC to roll to see if their hit(s) will give a major status ailment; Poison, Burned, Sleep, Frozen or Paralysis.
2202
2203Blue Flare
2204Bolt Strike
2205Fire Blast
2206Freeze Shock
2207Gunk Shot
2208Ice Burn
2209Thunder
2210Zap Cannon
2211
2212Mon 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.
2213
2214Blizzard
2215Close Combat
2216Draco Meteor
2217Focus Blast
2218Leaf Storm
2219Overheat
2220Psycho Boost
2221Seed Flare
2222Superpower
2223
2224Attacks 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.
2225
2226Hi Jump Kick
2227
2228Moves 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.
2229
2230Hurricane
2231
2232Moves 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.
2233
2234Blast Burn
2235Doom Desire
2236Focus Punch
2237Frenzy Plant
2238Giga Impact
2239Hydro Cannon
2240Hyper Beam
2241Roar of Time
2242Shadow Force
2243Sky Attack
2244Solar Beam
2245
2246Moves 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.
2247
2248Brave Bird
2249Double-Edge
2250Flare Blitz
2251Head Charge
2252Head Smash
2253Rock Wrecker
2254V-create
2255Volt Tackle
2256Wood Hammer
2257
2258---
2259
2260Powerful moves
2261
2262Moves 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.
2263
2264----
2265
2266Moves 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.
2267
2268Grass Knot
2269Gyro Ball
2270Heat Crash
2271Heavy Slam
2272
2273Target's Weight ---- Power
22740.1 - 66.14lbs ---- 120% – Powerful –Once every three months
227566.14 - 82.7lbs ---- 100% – Powerful – Once every three months
227682.7 - 110.1lbs ---- 80% – Somewhat powerful – Once a week
2277110.1 - 165.4lbs ---- 60% – So-so good – Once every three days
2278165.4lbs or more ---- 40% – Weak attack – One a day
2279
2280Moves 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.
2281
2282Electro Ball
2283
2284Turn order ---- Power
2285First ---- 150% – Powerful –Once every three months
2286Second ---- 120% – Powerful –Once every three months
2287Third ----- 80% – Somewhat powerful – Once a week
2288Fourth and so on ----- 60%– So-so good – Once every three days
2289
2290---
2291
2292 AoE moves
2293
2294Moves 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.
2295
2296---
2297
2298Moves 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.
2299
2300Acupressure
2301Ally Switch
2302Autotomize
2303Bulk Up
2304Calm Mind
2305Captivate
2306Coil
2307Cosmic Power
2308Cotton Guard
2309Defend Order
2310Defog
2311Dragon Dance
2312Fake Tears
2313Feather Dance
2314Growl
2315Growth
2316Guard Split
2317Hone Claws
2318Howl
2319Iron Defense
2320Leer
2321Metal Sound
2322Nasty Plot
2323Power Split
2324Quick Guard
2325Quiver Dance
2326Rock Polish
2327Sand-Attack
2328Shell Smash
2329Shift Gear
2330Swords Dance
2331Tail Glow
2332Tail Whip
2333Tailwind
2334Teeter Dance
2335Telekinesis
2336Tickle
2337Trick Room
2338Wide Guard
2339Wonder Room
2340Work Up
2341
2342Moves 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.
2343
2344Aqua Ring
2345Aromatherapy
2346Heal Order
2347Heal Pulse
2348Ingrain
2349Milk Drink
2350Moonlight
2351Morning Sun
2352Roost
2353Slack Off
2354Synthesis
2355Wish
2356
2357Moves 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.
2358
2359Hail
2360Mist
2361Rain Dance
2362Sunny Day
2363
2364Item listing
2365
2366Items 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.
2367
2368Now, 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.
2369
2370Now, 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.
2371
2372A 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).
2373
2374A 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).
2375
2376To 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.
2377
2378If a PC is wearing armor, use the worse figure (from armor or from load) for each category. Do not stack the penalties.
2379
2380The 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.
2381
2382Quadrupeds 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.
2383
2384A 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.
2385
2386If 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.
2387
2388For 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.
2389
2390(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.
2391
2392Example one
2393
2394Pikachu; quadruped (two), times Strength Score (three), times Tiny (one haft) equals three
2395
2396Example two
2397
2398Pikachu; (2x3) /.5 = 3
2399
2400Example three
2401Pikachu; quadruped (two), times Strength Score (ten), times Tiny (one haft) equals ten
2402
2403Example four
2404
2405Pikachu; bipedal (one), times Strength Score (Nine), times Tiny (one- haft) equals four point five (round up to five for the strength score)
2406
2407Pikachu; bipedal (one), times Strength Score (Nine), times Large (two) equals eighteen
2408
2409Size chart
2410
2411Strength Score --- Light Load --- Medium Load --- Heavy Load
2412One ---- 4lbs or fewer ---- 5lbs to 8lbs ---- 9lbs to 12lbs
2413Two ---- 8lbs or fewer ---- 9lbs to 14lbs --- 15lbs to 24lbs
2414Three ---- 10lbs or fewer ---- 11lbs to 19lbs ---- 20lbs to 30lbs
2415Four ---- 14lbs or fewer ---- 15lbs to 22lbs ---- 23lbs to 42lbs
2416Five ---- 18lbs or fewer ---- 19lbs to 31lbs ---- 32lbs to 52lbs
2417Six ---- 21lbs or fewer ---- 22lbs to 43lbs ---- 44lbs to 63lbs
2418Seven ---- 24lbs or fewer ---- 25lbs to 48lbs --- 49lbs to 72lbs
2419Eight ---- 28lbs or fewer ---- 29lbs to 48lbs ---- 49lbs to 84lbs
2420Nine ---- 30lbs or fewer ---- 31lbs to 52lbs ---- 53lbs to 90lbs
2421Ten ---- 34lbs or fewer ---- 35lbs to 70lbs ---- 71lbs to 102lbs
2422Eleven ---- 38lbs or fewer ---- 39lbs or 72lbs ---- 73lbs to 114lbs
2423Twelve ---- 40lbs or fewer ---- 41lbs to 85lbs ---- 86lbs to 120lbs
2424Thirteen ---- 48lbs or fewer ---- 49lbs to 101lbs ---- 102lbs 144lbs
2425Fourteen ---- 56lbs or fewer ---- 57lbs to 131lbs ---- 132lbs to 168lbs
2426Fifteen ---- 62lbs or fewer ---- 63lbs to 134lbs ----- 135lbs to 183lbs
2427Sixteen ---- 72lbs or fewer ---- 73lbs to 145lbs ---- 146lbs to 216lbs
2428Seventeen ---- 82lbs or fewer ---- 83lbs to 167lbs ---- 168lbs to 246lbs
2429Eighteen ---- 96lbs or fewer ---- 97lbs to 186lbs ---- 187lbs to 288lbs
2430Nineteen ---- 112lbs or fewer ---- 113lbs to 210lbs ---- 211lbs to 336lbs
2431Twenty ---- 135lbs or fewer ---- 136lbs to 245lbs ---- 246lbs to 405lbs
2432Twenty-one ---- 155lbs or fewer ---- 156lbs to 289lbs ---- 290lbs to 465lbs
2433Twenty-two ---- 185lbs or fewer ---- 186lbs to 310lbs ---- 311lbs to 555lbs
2434Twenty-three ---- 200lbs or fewer ---- 201lbs to 400lbs ---- 401lbs to 600lbs
2435Twenty-four ---- 233lbs or fewer ---- 234lbs to 466lbs ---- 467lbs to 700lbs
2436Twenty-five ---- 266lbs or fewer ---- 267lbs to 533lbs ---- 534lbs to 800lbs
2437Twenty-six ---- 306lbs or fewer ---- 307lbs to 613lbs ---- 614lbs to 920lbs
2438Twenty-seven ---- 346lbs or fewer ---- 347lbs to 693lbs ---- 694lbs to 1,040lbs
2439Twenty- eight ---- 400lbs or fewer ---- 401lbs to 800lbs ---- 801lbs to 1,200lbs
2440Twenty-nine ---- 466lbs or fewer ---- 467lbs to 933lbs ---- 93lbs to 1,400lbs
2441Etc.
2442
2443----
2444
2445General shop items
2446
2447The 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.
2448
2449----
2450
2451Standard Adventurer's Kit
2452
2453This kit consists of basic items that the average adventurer needs.
2454
2455Contains: Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, and Waterskin
2456
2457Cost: 16 gold coins; Weight: 24
2458
2459Arctic/Jungle/Desert/Dark Camouflage (Only found in general shops in;
2460
2461This 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.
2462
2463Cost 50 gold coins; Weight 5lb
2464
2465----
2466
2467Bolt Magazine (most commonly found in Cyborgs of Eternity, but sometimes found as an uncommon item outside of there).
2468
2469Bolt 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.
2470
2471Price: 50 gold coins; Weight: 1lb
2472
2473----
2474
2475Bowstring
2476
2477This 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.
2478
2479Longbow Cost: 1 silver coin Weight: -
2480Short bow Cost: 8 copper coins Weight: -
2481Crossbow Cost: 1 silver coin Weight: -
2482
2483----
2484
2485K9 Whistle (uncommon to see in shops)
2486
2487A 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.
2488
2489Cost: 6 gold coins
2490
2491----
2492
2493Eye Patch (most general shops)
2494
2495A 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.
2496
2497Cost: 5 gold coin; Weight: .2lbs
2498
2499(Side note)
2500
2501Variant rule: Light sensitivity
2502
2503Eye patches can be used, by people with two working eyes, as a means of preserving vision.
2504
2505After 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.
2506
2507--
2508
2509Glasses (Can only be found in the Celestial Empire)
2510
2511A 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.
2512
2513Glasses 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.
2514
2515Characters 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.
2516
2517If 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.
2518
2519If 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
2520
2521Cost: 500 gold coins, Masterwork: 1500 gold coins; Weight: .1lb to .5lb
2522
2523----
2524
2525Grappling Hook Launcher (only found in weapon shops, is uncommon to find one)
2526
2527This 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.
2528
2529The Launcher has a max range of 50 feet. It weighs 8lbs without rope, 18lbs with hempen rope, and 13lbs with silk rope.
2530
2531To 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)
2532
2533The Launcher makes a loud kaPWING sound that is easy to hear. Listen DC -5
2534
2535Reloading the hook into the launcher takes a move action. Rewinding the rope takes 5 rounds, and requires a DC 10 use rope check.
2536
2537---
2538
2539Ink Pen (any general shop)
2540
2541This 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.
2542
2543Weight- Equal to 2oz. (Ink) (so you need 8 of these to equal a pound.)
2544
2545Average Price per pen - 9 gold coins
2546
2547Exotic ink color price- add 8 gold coins to regular cost (Black is standard, examples would be Red, blue, green, etc.)
2548
2549Refill - 8 gold coins, 16 gold coins to refill an Exotic ink color.
2550
2551(Side note)
2552
2553Shops with inks normally have sighs that normally say this:
2554
2555"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!"
2556
2557---
2558
2559Match cord (can be commonly found for one of them, the other two can be found in a weapon shop).
2560
2561A 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.
2562
2563Match 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.
2564
2565As with a flint and steel, lighting a torch or fire with a match cord is a full-round action.
2566
2567A one-foot length of standard match cord would cost around 2 cp.
2568
2569Match 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.
2570
2571Slow 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.
2572
2573Quick 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.
2574
2575Black 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.
2576
2577One-foot for standard match cord (quick match) cost: 2 copper coins; Weight: 1lb
2578
2579One-foot for slow match cost: 4 gold coins; Weight: 1.5lbs
2580
2581One-foot for black match cost 20 gold coins; Weight: 2lb
2582
2583---
2584
2585Mining Helmet (uncommonly found at weapon shops, commonly seen at mining shows and sometimes on the merchants randomly)
2586
2587This 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.
2588
2589Cost: 15 gold coins; Weight: 3lb
2590
2591---
2592
2593Poncho (any general shops)
2594
2595A 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.
2596
2597Cost: 8 gold coins; Weight: 2lbs
2598
2599---
2600
2601Repeater Module (Only found in weapon shops, mainly in bows shops)
2602
2603Repeater 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.
2604
2605Basically, 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.
2606
2607Manually 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.
2608
2609Despite allowing a crossbow an enhanced rate of fire, the repeater module can make the crossbow either an automatic or semi-automatic weapon.
2610
2611 Semi-Automatic: Looses a single bolt with a single depression of the trigger. Semi-automatic fire is a full attack action.
2612
2613 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.
2614
2615Every 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.
2616
2617A repeater module has hardness 8 and 10 hit points.
2618
2619Construction: 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.
2620
2621Price: 1,000 gold coins. (Includes the price of its bolt magazine)
2622Weight: 4lbs (includes the weight of its bolt magazine)
2623
2624---
2625
2626The SLADRAM (normally found on wandering merchants only)
2627
2628The 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.
2629
2630Cost: 250 gold coins (daggers not included)
2631
2632Effect
2633
2634The 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.
2635
2636If the user has the sneak attack feat then it is automatically applied when SLADRAM is in use.
2637
2638---
2639
2640Seal's Blubber (only found commonly in the Empire of the Icy Animals)
2641
2642The 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.
2643
2644Cost: two gold coins Weight ---
2645
2646---
2647
2648Spring Sheath (normally found on wandering merchants, normally found in the Empire Cyborgs of Eternity)
2649
2650Description: 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).
2651
2652Cost: 8 gold coins (cost of dagger not included)
2653
2654---
2655
2656Steam Pressure Generator (Only sold at Empire Cyborgs of Eternity)
2657
2658This 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.
2659
2660Cost 100 gold coins; Weight 5lb
2661
2662---
2663
2664Steam Engine, Personal (Only sold at Empire Cyborgs of Eternity)
2665
2666This 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.
2667
2668Cost 500 gold coins; Weight 15lb
2669
2670---
2671
2672Traveling Duster (normally found in the Lawful Empire, rather uncommonly found outside that area)
2673
2674A 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.
2675
2676Any small weapons hidden under a duster will gains a plus two (+2) against being found.
2677
2678Cost: 10 gold coins; Weight: 5lbs
2679
2680---
2681
2682 Trade skill shops
2683
2684The 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.
2685
2686The 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.
2687
2688---
2689
2690Adrenaline (only found in Alchemist shops)
2691
2692A 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.
2693
2694Cost: 10 gold coins per shot
2695
2696---
2697
2698Alkali (sometimes found in Alchemist shops)
2699
2700Corrosive 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.
2701
2702Creatures immune to alkali's caustic properties might still drown in it if they are totally immersed.
2703
2704Flask of alkali (normally found in Alchemist shops)
2705
2706You 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.
2707
2708Creating alkali
2709
2710Like acid, alkali can be made with a DC15 Craft(Alchemy) check.
2711
2712Side note
2713
2714Acid and alkali
2715
2716When 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.
2717
2718Cost: 65 Gold coins
2719
2720---
2721
2722Acid (sometimes found in Alchemist shops)
2723
2724Corrosive 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.
2725
2726Creatures immune to acid's caustic properties might still drown in it if they are totally immersed.
2727
2728Flask of Acid (normally found in Alchemist shops)
2729
2730You 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.
2731
2732Cost: 85 Gold coins
2733
2734---
2735
2736Black Eggs (Only found in Engineer workshops and wandering merchants)
2737
2738The 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.
2739
2740Black 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.
2741
2742A 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.
2743
2744Other: 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.
2745
27461 Black Egg costs 25 gold coins
2747
2748---
2749Blood Moss (rarely seen in Alchemist shops and uncommonly seen on wandering merchants)
2750
2751Identifiers
2752
2753Blood 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.
2754
2755Uses
2756
2757This 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.
2758
2759Alchemical 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.
2760
2761Other 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.
2762
2763Cautions
2764
2765Blood 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.
2766
2767Blood 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.
2768
2769Other notes
2770
2771Blood Moss is not a domestic-able plant, it dies.
2772
2773It cannot be harvested, as no means of keeping it fresh have been found, and aged blood moss crumbles into dust.
2774
2775Cost: 25 gold coins
2776
2777---
2778
2779Boomer's Bile (only found in Shadow claws Empire’s Alchemist shops)
2780
2781Description: A pungently-foul smelling and dark green tinted liquid that comes from the stomach of a boomer zombie.
2782
2783Use: 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.
2784
2785Cost: 80 gold coins per vial
2786
2787---
2788
2789Brown Moss pellet (Normally found in Blacksmith’s workshops and uncommon to see them in Tailor shops)
2790
2791Brown 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.
2792
2793(Side note)
2794
2795Brown 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.
2796
2797Cost: 2 silver coins for 6; 4 silver coins for 12; 7 silver coins for 24; and 1 gold coins for 50
2798
2799it will also cost 2 copper to have the pellet sown in to the jacket
2800
2801weight: .1 ounce for every pellet
2802
2803---
2804
2805Dopamine (Only found in Shadow claws Empire)
2806
2807Dopamine 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.
2808
2809Cost: 15 gold coins per vial
2810
2811---
2812
2813Dream mist (Only seen in True Green Empire’s tea shops, but rarely)
2814
2815Identifiers: 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.
2816
2817Initial 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
2818
2819Side 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.
2820
2821Overdose: 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.
2822Cost: 45 gold coins
2823
2824---
2825
2826Dry-Oil (Only seen in the Shadow claws Empire’s Alchemist shops)
2827
2828Dry-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.
2829
2830When 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.
2831
2832Three 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.
2833
2834Cost: 100 gold coins per vial
2835
2836---
2837
2838Frost shard (Only found in Mage’s shops and Empire of the Icy Animals)
2839
2840Description: 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.
2841
2842Use 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.
2843
2844Other: A Frost shard can also be used in Resist Fire potions to increase the resistance by 2. The Craft (Alchemy) DC is 22.
2845
2846Costs 30 gold coins; Weight 1lb
2847
2848---
2849
2850Hazlar (Can be found everywhere, unknown where it came from)
2851
2852Hazazine 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.
2853
2854A 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.
2855
2856A pound of prime Hazlar, enough for 5 pipe-full’s, costs 30 gold coins.
2857
2858---
2859
2860Lightning Rod (Normally found in Empire of the Superstitions, most are found in Mage’s shops that’s outside that empire)
2861
2862Description: 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.
2863
2864Use 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.
2865
2866A Lightning Rod costs 50 gold coins and takes a Craft (Alchemy) DC of 25.
2867
2868A Lightning Rod may be recharged with a DC of 25.
2869
2870---
2871
2872Luminous Water (Often seen in Alchemist shops, but generally seen in general shops if one looks hard for it)
2873
2874This 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.
2875
2876This 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.
2877
2878Luminous 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.
2879
2880Brew Potion or Craft (alchemy) 1 rank; Market Price: 15 gold coins. To Create: 3 gold coins and 1 XP.
2881
2882---
2883
2884Mist Pellet (normally found in chests and mage’s shops)
2885
2886Description: 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.
2887
2888Use 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).
2889
2890A bag of Mist Pellets costs 15 gold coins and takes a Craft (Alchemy) DC 15 check to make.
2891
2892---
2893
2894Red Herb ( AKA; The Burn-less Shrub) (This herb is only seen in the Infernal Empire of the Fangs)
2895
2896Habitat: 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.
2897
2898Properties: The Burn-less shrub has two distinct sets of properties, depending on the temperature of the plant. Both forms are poisonous
2899
2900 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.
2901
2902 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.
2903
2904 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.
2905
2906A 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).
2907
2908Cost: 65 gold coins
2909
2910---
2911
2912Smelling Salts (commonly found in Alchemist shops, namely in starter kits)
2913
2914Smelling 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.
2915
2916Smelling salts give a +1 alchemical bonus to Heal checks performed on headaches, or on attempts to revive or wake an unconscious person.
2917
2918One vial costs 10 gold coins and weighs 1lb
2919
2920---
2921
2922Spell Fuse Chalk (Only found in Mage's shops, commonly found in the Celestial Empire)
2923
2924Spell 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.
2925
2926A 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.
2927
2928Spending 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.
2929
2930Cost: 50 Gold coins
2931
2932Craft (alchemy) DC 20
2933
2934---
2935
2936Synthetic Boomer Bile (Can be found in Alchemist shops, most are in the True Green Empire)
2937
2938As 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.
2939
2940This 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.
2941
2942Save DC: Reflex DC13
2943
2944Special: Any undead in a 50ft area are drawn to the effected target.
2945
2946Cost: 175 gold coins per vial
2947
2948---
2949
2950Armor shops
2951
2952Armor 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.
2953
2954---
2955
2956Armor Padding (NPCs in Blacksmith areas can do this, but often work in the back room then the common Blacksmith NPC.)
2957
2958Padding 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.
2959
2960When 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.
2961
2962Cost: 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
2963
2964
2965Size ---- Cost (Morph/Mon) ---- Armor Bonus ---- Weight ---- Ht points
2966
2967Diminutive ---- 450/500 gold coins ---- +3 ---- 3.5lbs ---- 1
2968Tiny ---- 450/500 gold coins ---- +3 ---- 3.5lbs ---- 2
2969Small ---- 450/500 gold coins ---- +3 ---- 3.5lbs ---- 5
2970Fine ----- 600/675 gold coins ---- +5 ---- 17.5lbs ---- 10
2971Medium ---- 650/725 gold coins ---- +5 ---- 35lbs ---- 20
2972Large ---- 650/750 gold coins ---- +5 ---- 70lbs ---- 40
2973Huge ---- 850/900 gold coins ---- +5 ---- 140lbs ---- 80
2974Gargantuan ---- 1000/1200 gold coins ---- +5 ---- 280lbs ---- 160
2975Colossal and up ---- 2000/2500 gold coins ---- +5 ---- 560lbs ---- 320
2976
2977Speed
2978Base ---- 20 ---- 30 ---- 40 ---- 50 ---- 60 ---- 70 ---- 80 ---- 90 ---- 100
2979Armored ----- 15 ---- 20 ---- 30 ---- 35 ---- 40 ----50 ---- 55 ---- 60 ---- 70
2980
2981Maximum Dex Bonus: +3; Armor Check Penalty: -3; Arcane Spell Failure Chance: 30%; Hardness: 10
2982
2983---
2984
2985Utility Harness/ Battle Harness (All armor sets)
2986
2987This 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.
2988
2989Cost 10 gold coins, Max Dex plus eight (+8), AC pen plus zero (+0), ASFC five %, Speed 30' (20'), Weight 10lb
2990
2991Battle Harness
2992
2993Perks: Armor Bonus: +3; Maximum Dex Bonus: +5; Armor Check Penalty: -1; Arcane Spell Failure Chance: 10%; Speed: 20 feet; Weight: 15lbs
2994
2995---
2996
2997Brigandine Armor (Light to medium set)
2998
2999Brigandine 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.
3000
3001Perks: Armor Bonus: +4; Maximum Dex Bonus: +3; Armor Check Penalty: -3; Arcane Spell Failure Chance: 15%; Speed: 20 feet; Weight: 20lbs
3002
3003Cost: 50 Gold coins
3004
3005----
3006
3007Cube Armor (Heavy gear set)
3008
3009The 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.
3010
3011Perks: Armor bonus: +3; Maximum Dex Bonus: +3; Armor Check Penalty -3; Arcane Spell Failure Chance: 10%; Speed: 20 feet; weigh: 7lbs
3012
3013Cost 100 gold coins
3014
3015---
3016
3017Field Plate/Gothic Plate (Heavy gear)
3018
3019Field 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.
3020
3021Armor Bonus: +7; Maximum Dex Bonus: -2; Armor Check Penalty: -8; Arcane Spell Failure Chance: 50%; Speed: 20 feet; Weight 80lbs
3022
3023Gothic Plate (Master level, heavy)
3024
3025A 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.
3026
3027Perks: Armor Bonus: +13; Maximum Dex Bonus: +2; Armor Check Penalty: -5; Arcane Spell Failure Chance: 40%; Speed: 30 feet; Weight: 55lbs
3028
3029Field Plate cost: 500 gold coins; Gothic Plate cost: 1200 gold coins
3030
3031---
3032
3033Flak Jacket (Light set)
3034
3035A PC may order a custom made flak jacket with the following additional features if the armor doesn't already come with the features originally:
3036
3037Scroll 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.
3038
3039Without 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.
3040
3041Shoulder 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.
3042
3043Neck 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.
3044
3045Size ---- Cost (Morph/Mon) ---- Armor Bonus ---- Weight ---- Hit points
3046Size ---- Cost (Morph/Mon) ---- Armor Bonus ---- Weight ---- Hit points
3047
3048Diminutive ---- 3 gold coins, 5 silver coins/ 6 gold coins ---- +0 ---- 1lb ---- 1
3049Tiny ---- 3 gold coins, 5 silver coins/ 6 gold coins ---- +0 ---- 1lb ---- 1
3050Small ---- 3 gold coins, 5 silver coins/ 6 gold coins ---- +0 ---- 1lb ---- 1
3051Fine ---- 6 gold coins/10 Gold coins ---- +1 ---- 8lbs ---- 2
3052Medium ---- 12 gold coins/ 26 gold coins ---- +1 ---- 12 lbs ---- 5
3053Large ---- 20 gold coins/30 gold coins ---- +1 ---- 20lbs ---- 10
3054Huge ---- 45 gold coins/60 gold coins ---- +1 ---- 55lbs ---- 20
3055Gargantuan ---- 60 gold coins/80 gold coins ---- +1 ---- 70lbs ---- 40
3056Colossal and bigger ---- 90 gold coins/115 gold coins ---- +1 ---- 95lbs ---- 80
3057
3058Maximum Dex Bonus: +8
3059Armor Check Penalty: 0
3060Arcane Spell Failure Chance: 5%
3061Hardness: 2
3062
3063---
3064
3065Jack of Plates (medium)
3066
3067Jack of Plates is a suit of specially treated cloth armor with metal plates sewn in between layers.
3068
3069Perks: Armor Bonus: +4; Maximum Dex Bonus: +3; Armor Check Penalty: -4; Arcane Spell Failure Chance: 20%; Speed: 30 feet; Weight: 15lbs
3070
3071200 gold coins
3072
3073---
3074
3075Lamellar Armor (medium)
3076
3077Lamellar 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.
3078
3079Perks: Armor Bonus: +4; Maximum Dex Bonus: +3; Armor Check Penalty: -4; Arcane Spell Failure Chance: 25%; Speed: 20 feet; Weight: 30lbs
3080
3081Cost: 100 gold coins
3082
3083---
3084
3085Plated Chainmail (Medium)
3086
3087A 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.
3088
3089Perks: Armor Bonus: +6; Maximum Dex Bonus: +2; Armor Check Penalty: -4; Arcane Spell Failure Chance: 25%; Speed: 20 feet; Weight: 35lbs
3090
3091Cost: 175 gold coins
3092
3093---
3094
3095General skill shop
3096
3097Some 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.)
3098
3099---
3100
3101Apprentice's Book of Catnips (Given to all starters spell casters)
3102
3103The 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.
3104
3105Cost: 1 gold coin
3106
3107Weight: 0.3 lb
3108
3109---
3110
3111Academic Tome (Rarely, if ever, seen in book store and rarely seen on bosses)
3112
3113These 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.
3114
3115A 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.
3116
3117Cost 500 gold coins; Weight 2lb
3118
3119---
3120
3121Blasting Kit (Commonly seen own by mine owners, sold in mining stores)
3122
3123A simple, fireproof metal case designed to hold every object for a professional (or not) demolitions man to do his work.
3124
3125Contents:
3126
3127 30 sticks of dynamite
3128 5 Master’s Assured Timers (magically crafted devices that can be set to trigger explosives after an inputted period of time)
3129 5 Mining Trip Triggers (devices that can be connected to a tripwire so that, when the wire is tripped, the attached explosives go off)
3130 5 tripwire sets
3131 One (1) coil of fuse (1 coil = 400 feet)
3132 1 pair of cutting shears
3133 1 fuse whipping kit
3134 1 copy of Proper Demolition: Blowing Things up the Right Way (+5 to all demolitions attempts)
3135 1 box of Sure-Strike Matches (100 count)
3136
3137Weight: 13 pounds.
3138
3139Price: 2,500 gold for complete kit.
3140
3141---
3142
3143Book of Skill (Rarely seen in book stores)
3144
3145These 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.
3146
3147Cost: 900 Gold coins; Weight: .5lb
3148
3149---
3150
3151Different type of Cauldron (Can be found at general shops)
3152
3153Cauldrons 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.
3154
3155Cauldron, 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.
3156
3157Cost 15 silver coins; Weight 2lb
3158
3159Tin Cauldron: A tin cauldron enables witchcraft brewing, but grants no bonuses (or penalties).
3160
3161Cost 1gold coins; Weight 10 lb.
3162
3163Iron Cauldron: An iron cauldron grants a plus one (+1) circumstance bonus to Craft (alchemy) checks made on items (or item components) brewed within it.
3164
3165Cost 10 gold coins; Weight 20lb
3166
3167Steel Cauldron: A steel cauldron grants a plus two (+2) circumstance bonus to Craft (alchemy) checks made on items (or item components) brewed within it.
3168
3169Cost 15 gold coins; Weight 25lb
3170
3171Copper Cauldron: A copper cauldron grants a plus three (+3) circumstance bonus to Craft (alchemy) checks made on items (or item components) brewed within it.
3172
3173Cost 10 gold coins; Weight 20lb
3174
3175Steel 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.
3176
3177Cost 20gold coins; Weight 25 lb.
3178
3179---
3180
3181Chef's Tools (Found in cooking shops, have a master level)
3182
3183Chef's Tools contain everything a good cook needs in order to do his work.
3184
3185Master 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.
3186
3187Do note that not all pieces will be needed every use and some are optional and can be removed to save weight.
3188
3189Chef's Tools include:
3190
3191Knife Set: 6lbs
3192Wooden Case: 3lbs
3193Drip Pan: .5lbs
3194Wooden Spoon & Spatula: 3lbs
3195Tongs: .5lb
3196Metal Tongs: 4lbs
3197Brush: N/A
3198Pots & Pans: 22lbs
3199Kettle: 3lbs
3200"Grill": 5lbs
3201Camping Oven: 7lbs
3202Table Case: 5lbs
3203
3204Cost: 1,000 gold coins; Weight: 60lbs
3205Master set Cost: 1,500 gold coins; Weight: 60lbs; +2 cooking
3206
3207---
3208
3209Clown's Kit (Can be found in general shops if one looks hard for it)
3210
3211This 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.
3212
3213Cost 50 gold coins; Weight 8lb
3214
3215---
3216
3217Collection of Epic Tales (Sometimes hard to find in book shows)
3218
3219These 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.
3220
3221Cost 500 gold coins; Weight 40lb
3222
3223---
3224
3225Cook Book (Often seen in cooking shops)
3226
3227A 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.
3228
3229Attempting to cook a meal without a recipe increases the Cooking check DC by 5.
3230
3231Quality ---- DC ---- No Cook Book
3232
3233Poor ---- 5 ---- 10
3234Good ---- 10 ----15
3235Average ---- 15 ---- 20
3236
3237Cost: 20 gold coins; Weight: 3lbs
3238
3239---
3240
3241Large Crowbar (found on wandering merchants and sometimes in mining shops)
3242
3243Description/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.
3244
3245Type: Two-Handed Improvised Melee Weapon
3246
3247Damage (Medium Size): 1d6 Bludgeoning; x2 critical
3248
3249Notes (In Game rules):
3250
3251Plus four (+4) Circumstance Bonus to STR checks to pry open objects such as doors, chests, etc, (At DM's discretion).
3252Ignores one (1) point of Hardness
3253Plus two (+2) to disarm/trip
3254
3255Weight: 12 lbs
3256
3257Cost: 2gold coins
3258
3259---
3260
3261Small Crowbar (found on wandering merchants and sometimes in mining shops)
3262
3263Crowbar, 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.
3264
3265This 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.
3266
3267Cost: 2 gold coins; Weight: 2.5lb
3268
3269---
3270
3271Forgery kit (Found on wandering merchants and in Plague Force Empire as well as Shadow claws Empire)
3272
3273Forgery 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).
3274
3275Price: 30 gold coins. Forgery kit is exhausted after ten uses.
3276
3277---
3278
3279Grapnel (found on wandering merchants, sometimes in back ally dealers)
3280
3281A 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.
3282
3283Uses: Climbing up walls, retrieving items from a distance (or other beings), be creative!
3284
3285Cost: 56. Gold coins; Weight 80lbs
3286
3287---
3288
3289Guitar (General shops can have them)
3290
3291A 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.
3292
3293Item ---- Cost ---- Weight
3294
3295Common Guitar ---- 5 gold coins ---- 3lbs
3296Masterwork Guitar ---- 100 gold coins ---- 3lbs
3297Legendary Guitar ---- 500 gold coins ---- 3lbs
3298
3299---
3300
3301Gun stub (Only found at the Empire Cyborgs of Eternity)
3302
3303This 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.
3304
3305Because 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.
3306
3307----
3308
3309Poisons
3310
3311Poisons 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.
3312
3313To 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.
3314
3315Poisons 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.
3316
3317Example number one:
3318
3319Name: Dragon’s fire
3320Delivery: Contact
3321Effect: Dragon’s fire deals 20 fire damage to the target if they fail their saving throw against the poison.
3322Save: The target will take 2 fire damages
3323Onset: Ten minutes
3324Duration: instant duration
3325Cost: 320 gold coins
3326Brewing: 1 hour and 15 minutes
3327
3328----
3329
3330Example number two:
3331
3332Name: Luxray’s furry
3333Delivery: Ingested
3334Effect: 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
3335Save: The effect ends and the one who take it wouldn’t feel anything, have to do a rolling saving throw once an hour.
3336Onset: Ten minutes to get started
3337Duration: Up to 24 hours
3338Cost: 225 gold coins
3339Brewing: 8 hour and 15 minutes
3340
3341---
3342
3343Example number three:
3344
3345Name: Spider’s kiss
3346Delivery: Injected
3347Effect: 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.
3348Save: 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.
3349Onset: Ten minutes
3350Duration: Up to 24 hours
3351Cost: 255 gold coins
3352Brewing: 11 hours and 15 minutes
3353
3354---
3355
3356Elemental Shaman
3357
3358Shamans 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.
3359
3360Making an Elemental Shaman
3361
3362Elemental 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.
3363
3364Abilities: 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.
3365
3366Where the class can only be found: True Green Empire
3367
3368Alignment: Neutral, good or better
3369
3370Starting Gold: 3d12×10 gold coins (30 to 360 gold coins)
3371
3372Starting Age: Twenty (20) years
3373
3374Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
33751 ---- +0 ---- 0/0/2 ---- Lightning Bolt, Healing Wave ---- 3/1/0/0/0/0/0/0/0
33762 ---- +0 ---- 0/0/2 ---- Earth Shock, Frost-brand ---- 4/1/0/0/0/0/0/0/0
33773 ---- +1 ---- 1/0/3 ---- Stone skin ---- 4/2/0/0/0/0/0/0/0
33784 ---- +2 ---- 1/1/3 ---- Earth-bind ---- 4/3/1/0/0/0/0/0/0
33795 ---- +3 ---- 2/1/4 ---- Lightning Shield, Flame Shock ---- 4/4/1/0/0/0/0/0/0
33806 ---- +3 ---- 2/1/5 ---- Flame-tongue Weapon, Strength of Earth Totem ---- 4/4/2/0/0/0/0/0
33817 ---- +4 ---- 3/1/5 ---- Ancestral Spirit, Ghost wolf, Frost Shock ---- 4/4/3/0/0/0/0/0/0
33828 ---- +4 ---- 3/1/5 ---- Healing Stream Totem ---- 4/4/4/4/0/0/0/0/0
33839 ---- +5 ---- 3/1/6 ---- Flame-tongue Totem ---- 4/4/4/4/0/0/0/0/0
338410 ---- +5 ---- 3/2/6 ---- Water Walking, Earth-living ---- 4/4/4/4/1/0/0/0/0
338511 ---- +6 ---- 3/2/7 ---- Call of the Elements ---- 4/4/4/4/2/0/0/0/0/0
338612 ---- +6 ---- 3/2/7 ---- Wind-fury Weapon ---- 4/4/4/4/3/0/0/0/0
338713 ---- +6 ---- 3/2/8 ---- Chain Lightning ---- 4/4/4/4/4/0/0/0/0
338814 ---- +7 ---- 3/3/8 ---- Wind-fury Totem, Earth Elemental Totem ----4/4/4/4/4/1/0/0/0
338915 ---- +7 ---- 3/3/8 ---- Fire Elemental Totem ----4/4/4/4/4/2/0/0/0
339016 ---- +7 ---- 3/3/9 ---- Bloodlust ---- 4/4/4/4/4/3/0/0/0
339117---- +8 ---- 4/3/9 ---- Lava Burst ---- 4/4/4/4/4/4/0/0/0
339218 ---- +8 ---- 4/3/9 ---- Elemental Mastery, Hex ---- 4/4/4/4/4/4/1/0/0
339319 ---- +8 ---- 4/3/10 ---- Thunderstorm, Unleash Elements ---- 4/4/4/4/4/4/2/0/0
339420 ----+9 ---- 4/4/10 ---- Healing Rain, Spirit-walker's Grace ---- 4/4/4/4/4/4/3/0/0
3395
3396---
3397The 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)
3398---
3399Weapon 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).
3400----
3401
3402Lightning 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.
3403
3404Healing 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.
3405
3406Earth 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.
3407
3408Frost-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.)
3409
3410Stone 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.
3411
3412Rock-biter Weapon imbues the Shaman's weapon with the fury of the earth, reducing damage taken by two points, lasts twelve (12) hours.
3413
3414Earth-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
3415
3416Lightning Shield is a nature-based buff. When getting attacked, it does direct, 1d20 damage to the attacker, it has only three charges.
3417
3418Flame 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.
3419
3420Flame-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.)
3421
3422Strength 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.
3423
3424Ancestral Spirit returns the spirit to the body, restoring a dead target to life with 20% health. This spell cannot be cast when in combat.
3425
3426Ghost 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.
3427
3428Frost Shock instantly shocks the target with frost, causing 1d20 of Frost damage and slowing movement speed by fifteen (15) feet, lasts three (3) turns.
3429
3430Healing 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.
3431
3432Water Breathing allows the target to breathe underwater for 12 hours; requires shiny fish scales.
3433
3434Far 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.
3435
3436Flame-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.
3437
3438Water Walking allows the friendly target to walk across water for ten (10) minutes. Any damage will cancel the effect, requires Fish Oil.
3439
3440Earth-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.
3441
3442Call 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.
3443
3444Wind-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.)
3445
3446Chain 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.
3447
3448Wind-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.
3449
3450Chain Heal heals up to three (3) friendly targets. Each jump reduces the effectiveness of the spell by two (2) points.
3451
3452Earth Elemental Totem summons forth a greater earth elemental, Zeme, to protect the caster and their allies, least four (4) turns.
3453
3454Fire Elemental Totem summons that calls forth a greater earth elemental, Reun, to protect the caster and their allies, least four (4) turns.
3455
3456Bloodlust 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.
3457
3458Lava 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.
3459
3460Hex 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.
3461
3462Elemental 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.
3463
3464Thunderstorm, 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.
3465
3466Unleash 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.)
3467
3468Healing 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.
3469
3470Spirit-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.
3471
3472----
3473
3474Affliction Warlock
3475
3476Warlocks 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.
3477
3478Warlocks 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.
3479
3480Warlocks 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.
3481
3482Making a Affliction Warlock
3483
3484Abilities: 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).
3485
3486Where the class can only be found: Shadow claws Empire
3487
3488Alignment: Between Neutral Evil and Chaotic evil
3489
3490Starting Gold: 2d20×10 gold coins (20 to 400 gold coins)
3491
3492Starting Age: Unknown
3493
3494
3495Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
34961 ---- +0 ---- 0/0/2 ---- Shadow Bolt, Demon Skin ---- 2/1/0/0/0/0/0/0/0
34972 ---- +0 ---- 0/0/2 ---- Summon Imp, Immolate, Corruption ---- 3/1/0/0/0/0/0/0/0
34983 ---- +1 ---- 0/1/2 ---- Drain Life, Demon Armor ---- 4/2/0/0/0/0/0/0/0
34994 ---- +2 ---- 1/1/3 ---- Drain Soul, Health Funnel, Curse of Agony ---- 4/2/1/0/0/0/0/0/0
35005 ---- +3 ---- 1/2/3 ---- Fear ---- 4/3/1/0/0/0/0/0/0
35016 ---- +3 ---- 1/1/4 ---- Soul-stone ---- 4/3/2/0/0/0/0/0
35027 ---- +4 ---- 2/1/4 ---- Rain of Fire ---- 4/3/2/0/0/0/0/0/0
35038 ---- +4 ---- 2/1/5 ---- Bane of Doom ---- 4/3/3/0/0/0/0/0/0
35049 ---- +5 ---- 2/2/5 ---- Eye of Kilrogg ---- 4/4/4/0/0/0/0/0/0
350510 ---- +5 ---- 2/2/6 ---- Enslave Demon ---- 4/4/4/1/0/0/0/0/0
350611 ---- +6 ---- 2/2/7 ---- Hellfire ---- 4/4/4/1/0/0/0/0/0/0
350712 ---- +6 ---- 2/3/7 ---- Fel-hunter, Death Coil ---- 4/4/4/2/0/0/0/0/0
350813 ---- +6 ---- 3/2/8 ---- Inferno, Soul Fire ---- 4/4/4/2/0/0/0/0/0
350914 ---- +7 ---- 3/3/8 ---- Death Coil, Inferno ----4/4/4/4/1/0/0/0/0
351015 ---- +7 ---- 3/3/8 ---- Soul Fire ----4/4/4/4/2/0/0/0/0
351116 ---- +7 ---- 3/3/9 ---- Doom-guard ---- 4/4/4/4/3/1/0/0/0
351217---- +8 ---- 4/3/9 ---- Fel Armor ---- 4/4/4/4/4/1/0/0/0
351318 ---- +8 ---- 4/3/9 ---- Seed of Corruption ---- 4/4/4/4/4/2/0/0/0
351419 ---- +8 ---- 4/3/10 ---- Shadow-flame, Fel Flame ---- 4/4/4/4/4/4/0/0/0
351520 ----+9 ---- 4/4/10 ---- Haunt ---- 4/4/4/4/4/4/1/0/0
3516----
3517Arcana (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)
3518---
3519Weapon 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.
3520
3521Shadow Bolt sends a shadowy bolt at the enemy, causing 1d10 of Shadow damage.
3522
3523Demon 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.
3524
3525Summon Imp is a summon spell that summons an Imp under the command of the Warlock. (Pet)
3526
3527Immolate 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.
3528
3529Corruption corrupts the target, causing 1d20 of Shadow damage over four (4) turns.
3530
3531Drain 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.
3532
3533Demon 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.
3534
3535Drain 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.
3536
3537Health Funnel transfers 1d10 hit points per turn from the Warlock to their summoned pet, lasts two (2) turns.
3538
3539Curse 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.
3540
3541Fear, 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.
3542
3543Curse 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.
3544
3545Soul-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.
3546
3547Rain of Fire calls down a fiery rain to burn enemies in the area of effect (AoE) for 1d20 Fire damage over three (3) turns.
3548
3549Bane 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).
3550
3551Eye 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.
3552
3553Enslave 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.
3554
3555Hellfire ignites the area surrounding the caster, causing 2d20 of Fire damage to all nearby enemies and the caster every turn, lasts three (3) turns.
3556
3557Fel-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)
3558
3559Death 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.
3560
3561Inferno 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.
3562
3563Soul Fire burn the enemy's soul, causing 2d20 of Fire damage.
3564
3565Doom-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.
3566
3567Fel 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.
3568
3569Seed 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.
3570
3571Shadow-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.
3572
3573Fel Flame deals 2d20 Shadow-flame damage to an enemy target, increasing the duration of Immolate or Unstable Affliction by one (1) turn.
3574
3575Haunt, 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.
3576
3577----
3578Bear/Cat Druids
3579
3580Druids 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.
3581
3582Making an Bear/Cat Druids
3583
3584Abilities: 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.
3585
3586Where the class can only be found: True Green Empire
3587
3588Alignment: Neutral good, lawful neutral, neutral, chaotic neutral or neutral evil
3589
3590Starting Gold: 2d20×5 gold coins (10 to 200 gold coins)
3591
3592Starting Age: Any
3593
3594Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
35951 ---- +0 ---- 0/1/0 ---- Wrath, Moon-fire, Thorns, Entangling Roots ---- 4/1/0/0/0/0/0/0/0
35962 ---- +0 ---- 0/1/0 ---- Cat Form ---- 4/2/0/0/0/0/0/0/0
35973 ---- +1 ---- 0/1/1 ---- Claw, Ferocious Bite ---- 4/2/0/0/0/0/0/0/0
35984 ---- +2 ---- 0/2/1 ---- Rake ---- 4/3/0/0/0/0/0/0/0
35995 ---- +3 ---- 1/2/1 ---- Prowl ---- 4/3/1/0/0/0/0/0/0
36006 ---- +3 ---- 1/3/1 ---- Bear Form ---- 4/3/1/0/0/0/0/0
36017 ---- +4 ---- 1/3/2 ---- Demoralizing Roar, Maul ---- 4/4/1/0/0/0/0/0/0
36028 ---- +4 ----1/4/2 ---- Aquatic Form/Travel Form ---- 4/4/2/0/0/0/0/0/0
36039 ---- +5 ---- 1/5/2 ---- Enrage ---- 4/4/3/0/0/0/0/0/0
360410 ---- +5 ---- 1/6/2 ---- Ravage ---- 4/4/4/0/0/0/0/0/0
360511 ---- +6 ---- 2/6/2 ---- Skull Bash ---- 4/4/4/1/0/0/0/0/0/0
360612 ---- +6 ---- 2/6/3 ---- Tiger's Fury ---- 4/4/4/2/0/0/0/0/0
360713 ---- +6 ---- 3/6/3 ---- Dash ---- 4/4/4/3/0/0/0/0/0
360814 ---- +7 ---- 3/7/3 ---- Track Humanoids ----4/4/4/4/0/0/0/0/0
360915 ---- +7 ---- 3/7/3 ---- Pounce ----4/4/4/4/1/0/0/0/0
361016 ---- +7 ---- 4/7/3 ---- Swipe ---- 4/4/4/4/2/0/0/0/0
361117---- +8 ---- 4/8/3 ---- Shred ---- 4/4/4/4/3/0/0/0/0
361218 ---- +8 ---- 4/8/3 ---- Lacerates ---- 4/4/4/4/4/0/0/0/0
361319 ---- +8 ---- 4/10/3 ---- Leader of the Pack ---- 4/4/4/4/4/1/0/0/0
361420 ----+9 ---- 5/10/3 ---- Feral Charge ---- 4/4/4/4/4/2/0/0/0
3615---
3616Move 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)
3617---
3618
3619Weapon 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.
3620
3621---
3622
3623Wrath causes 1d10 Nature damage to the target.
3624
3625Moon-fire burns the enemy for 1d10 arcane damages and then an additional 1d6 arcane damage over two (2) turns.
3626
3627Thorns sprout from the friendly target causing 1d6 Nature damage to attackers, lasts three (3) turns that has a cool-down of one (1) day.
3628
3629Entangling 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.
3630
3631Cat 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.
3632
3633Claw the enemy, causing 1d20 of normal damage. (cat)
3634
3635Ferocious 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)
3636
3637Rake the target for 1d10 of bleed damage and an additional 1d6 of bleed damage over two (2) turns. (cat)
3638
3639Prowl 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)
3640
3641Bear 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.
3642
3643Demoralizing 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)
3644
3645Maul is an attack that instantly deals 1d20 physical damage. Effects which increase Bleed damage also increase Maul damage. (bear)
3646
3647Aquatic 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.
3648
3649Enrage 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)
3650
3651Ravage the target, causing 1d20 damage plus 1d6 to the target over two (2) turns. Must be prowling and behind the target.
3652
3653Skull 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)
3654
3655Tiger's Fury increases physical damage done by 1d6 for two (2) turns, has one day cool-down. (cat)
3656
3657Dash increases movement speed by twenty (20) for three (3). This does not break prowling. This is only useable every four (4) hours.
3658
3659Track Humanoids shows the location of smell of any nearby humanoids. Only one being of thing can be tracked at any given time. (cat)
3660
3661Pounce, stunning the target for one (1) turn and causing 1d6 bleed damage over two (2) turns. Have to be prowling. (cat)
3662
3663Swipe 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)
3664
3665Shred 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)
3666
3667The use lacerates enemy with claws target that deals 1d20 of damage and making them bleed for 1d6 damage over three (3) turns. (bear)
3668
3669Leader 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)
3670
3671Feral 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)
3672
3673---
3674
3675Beast master/Survival Hunter
3676
3677The 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.
3678
3679They 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.
3680
3681Making an Beast master/Survival Hunter
3682
3683Abilities: 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.
3684
3685Where the class can only be found: True Green Empire
3686
3687Alignment: Neutral good, lawful neutral, neutral or chaotic neutral
3688
3689Starting Gold: 3d20x5 gold coins (15 – 300 gold coins)
3690
3691Starting age: Any
3692
3693Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
36941 ---- +0 ---- 0/1/0 ---- Normal Range attack, Raptor Strike, Track Beasts ---- 4/2/0/0/0/0/0/0/0
36952 ---- +0 ---- 0/1/0 ---- Tame Beast, Call Pet, Feed Pet ---- 4/3/0/0/0/0/0/0/0
36963 ---- +1 ---- 0/1/1 ---- Revive Pet, Aspect of the Hawk ---- 4/4/0/0/0/0/0/0/0
36974 ---- +2 ---- 0/2/1 ---- Track Humanoids ---- 4/4/1/0/0/0/0/0/0
36985 ---- +3 ---- 1/2/1 ---- Scare Beast ---- 4/4/2/0/0/0/0/0/0
36996 ---- +3 ---- 1/3/1 ---- Immolation Trap ---- 4/4/3/0/0/0/0/0
37007 ---- +4 ---- 1/3/2 ---- Aspect of the Cheetah ---- 4/4/4/0/0/0/0/0/0
37018 ---- +4 ----1/4/2 ---- Track Undead ---- 4/4/4/1/0/0/0/0/0
37029 ---- +5 ---- 1/5/2 ---- Disengage ---- 4/4/4/2/0/0/0/0/0
370310 ---- +5 ---- 1/6/2 ---- Freezing Trap, Track Hidden, Track Elementals ---- 4/4/4/3/0/0/0/0/0
370411 ---- +6 ---- 2/6/2 ---- Frost Trap ---- 4/4/4/4/0/0/0/0/0/0
370512 ---- +6 ---- 2/6/3 ---- Feign death ---- 4/4/4/4/1/0/0/0/0
370613 ---- +6 ---- 3/6/3 ---- Track Demons ---- 4/4/4/4/2/0/0/0/0
370714 ---- +7 ---- 3/7/3 ---- Flare ----4/4/4/4/3/0/0/0/0
370815 ---- +7 ---- 3/7/3 ---- Explosive Trap, Aspect of the Pack ----4/4/4/4/4/0/0/0/0
370916 ---- +7 ---- 4/7/3 ---- Track Giants, Track Dragonkin ---- 4/4/4/4/4/1/0/0/0
371017---- +8 ---- 4/8/3 ---- Kill Command, Snake Trap ---- 4/4/4/4/4/2/0/0/0
371118 ---- +8 ---- 4/8/3 ---- Freezing Arrow, Beast Mastery ---- 4/4/4/4/4/3/0/0/0
371219 ---- +8 ---- 4/10/3 ---- The Beast Within, Explosive Shot ---- 4/4/4/4/4/4/0/0/0
371320 ----+9 ---- 5/10/3 ---- Black Arrow, Wyvern Sting ---- 4/4/4/4/4/4/1/0/0
3714---
3715Move 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)
3716---
3717
3718Weapon 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.
3719----
3720
3721Normal Range weapon attack, deals 1d20 of damage
3722
3723Raptor Strike is a strong melee attack damage that deals 1d20
3724
3725Track Beasts gives the hunter plus two (+2) when it comes to finding locations of beasts.
3726
3727Tame 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.
3728
3729Call 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.)
3730
3731Feed 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.
3732
3733Revive 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.
3734
3735Aspect 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.
3736
3737Track Humanoids same as Track Beasts, but for humanoids, only one form of tracking can be active at a time.
3738
3739Scare Beast causing it to run in fear for up to 1d6 turns.
3740
3741Immolation 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.
3742
3743Aspect 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.
3744
3745Track Undead, same as Tame Beast, but for the undead, only one form of tracking can be active at a time.
3746
3747Disengage 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.
3748
3749Freezing 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.
3750
3751Track 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.
3752
3753Track 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.
3754
3755Frost 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.
3756
3757Feign 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.
3758
3759Track 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.
3760
3761Flare 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.
3762
3763Explosive Trap, when place and step upon, explodes when an enemy approaches it, dealing 1d10 damage.
3764
3765Aspect of the Pack, see Aspect of the Cheetah, but this works for party members as well.
3766
3767Track 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.
3768
3769Track 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.
3770
3771Kill 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
3772
3773Snake 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.
3774
3775Freezing 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.
3776
3777Beast Mastery is when you master the art of Beast training, teaching you the ability to tame Exotic pets.
3778
3779The 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.
3780
3781Explosive 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.
3782
3783Black 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.
3784
3785Wyvern Sting is stinging shot that puts the target to sleep for 1d4 turns. Any damage will cancel the effect.
3786
3787----
3788
3789Subtlety/Assassination Rogues
3790
3791The 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.
3792
3793Deadly 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.
3794
3795Making an: Subtlety/Assassination Rogues
3796
3797Abilities: 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.
3798
3799Where the class can only be found: Plague Force Empire
3800
3801Alignment: Any but anything with lawful
3802
3803Starting Gold: 2d20x10 gold coins (20 – 400 gold coins)
3804
3805Starting age: Any
3806
3807Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
38081 ---- +0 ---- 0/1/0 ---- Sinister Strike, Stealth, ---- 4/2/0/0/0/0/0/0/0
38092 ---- +0 ---- 0/1/0 ---- Poisons ---- 4/3/0/0/0/0/0/0/0
38103 ---- +1 ---- 0/1/1 ---- Backstab ---- 4/4/0/0/0/0/0/0/0
38114 ---- +2 ---- 0/2/1 ---- Pick Pocket ---- 4/4/1/0/0/0/0/0/0
38125 ---- +3 ---- 1/2/1 ---- Evasion ---- 4/4/2/0/0/0/0/0/0
38136 ---- +3 ---- 1/3/1 ---- Sprint ---- 4/4/3/0/0/0/0/0
38147 ---- +4 ---- 1/3/2 ---- Sap ---- 4/4/4/0/0/0/0/0/0
38158 ---- +4 ----1/4/2 ---- Gouge ---- 4/4/4/1/0/0/0/0/0
38169 ---- +5 ---- 1/5/2 ---- Rupture ---- 4/4/4/2/0/0/0/0/0
381710 ---- +5 ---- 1/6/2 ---- Disarm ---- 4/4/4/3/0/0/0/0/0
381811 ---- +6 ---- 2/6/2 ---- Distract ---- 4/4/4/4/0/0/0/0/0/0
381912 ---- +6 ---- 2/6/3 ---- Vanish ---- 4/4/4/4/1/0/0/0/0
382013 ---- +6 ---- 3/6/3 ---- Disarm traps ---- 4/4/4/4/2/0/0/0/0
382114 ---- +7 ---- 3/7/3 ---- Blind ----4/4/4/4/3/0/0/0/0
382215 ---- +7 ---- 3/7/3 ---- Cold Blood ----4/4/4/4/4/0/0/0/0
382316 ---- +7 ---- 4/7/3 ---- Mutilate ---- 4/4/4/4/4/1/0/0/0
382417---- +8 ---- 4/8/3 ---- Hunger for Blood ---- 4/4/4/4/4/2/0/0/0
382518 ---- +8 ---- 4/8/3 ---- Ghostly Strike ---- 4/4/4/4/4/3/0/0/0
382619 ---- +8 ---- 4/10/3 ---- Hemorrhage ---- 4/4/4/4/4/4/0/0/0
382720 ----+9 ---- 5/10/3 ---- Shadow-step ---- 4/4/4/4/4/4/1/0/0
3828---
3829Forgery (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)
3830---
3831
3832Weapon 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.
3833---
3834
3835
3836Sinister Strike is a regular weapon attack that deal 1d6 amount of damage
3837
3838Stealth allows the rogue to sneak around; movement speed reduced by ten (10) feet, it may not be used while in combat.
3839
3840Backstab deals 1d20 amounts of damage. The rogue must be at enemy's back; requires a dagger in the main hand.
3841
3842A poison is when rogues learned how to apply deadly toxins to their weapons, dealing additional damage or inflicting other maladies upon their foes.
3843
3844Pick Pocket is a rogue skill that seals items, money, food, etc., a foe, require Stealth. Only works on mobs with "pockets".
3845
3846Evasion 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.
3847
3848Sprint increases the rogue's movement speed for ten (10) feet. It does not break Stealth.
3849
3850Sap 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.
3851
3852Slice 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.
3853
3854Garrote 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.
3855
3856Gouge 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.
3857
3858Rupture wounds the enemy causing Damage over Time of 1d6.
3859
3860Disarm the enemy, removing all weapons, shield or other equipment carried for 1d4 of turns.
3861
3862Distract 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.
3863
3864Vanish 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.
3865
3866Disarm traps doesn't required stealth, but it's recommended, since most traps will go off unless you are sheathed.
3867
3868Blind 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.
3869
3870Cold Blood, when activated, increases the critical strike chance of the rogues next offensive skill rolling a twenty (20) down to nineteen (19).
3871
3872Mutilate 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.
3873
3874Hunger 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.
3875
3876Ghostly 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.
3877
3878Hemorrhage 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.
3879
3880Shadow-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.
3881
3882----
3883
3884Arcane/Frost Mage
3885
3886Mages, 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. An 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.
3887
3888Making an: Arcane/Frost Mage
3889
3890Abilities: 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.
3891
3892Where the class can only be found: Celestial Empire
3893
3894Alignment: Any but anything with lawful
3895
3896Starting Gold: 2d20x10 gold coins (20 – 400 gold coins)
3897
3898Starting age: Any
3899
3900Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
39011 ---- +0 ---- 0/0/2 ---- Arcane Missiles ---- 4/1/0/0/0/0/0/0/0
39022 ---- +0 ---- 0/0/2 ---- Frost-bolt ---- 4/2/0/0/0/0/0/0/0
39033 ---- +1 ---- 1/0/2 ---- Frost Nova ---- 4/3/0/0/0/0/0/0/0
39044 ---- +2 ---- 1/0/3 ---- Counter-spell ---- 4/4/0/0/0/0/0/0/0
39055 ---- +3 ---- 2/0/3 ---- Polymorph (sheep) ---- 4/4/1/0/0/0/0/0/0
39066 ---- +3 ---- 2/0/4 ---- Blink ---- 4/4/2/0/0/0/0/0
39077 ---- +4 ---- 2/1/4 ---- Arcane Blast ---- 4/4/2/0/0/0/0/0/0
39088 ---- +4 ---- 2/1/5 ---- Ice Block ---- 4/4/4/0/0/0/0/0/0
39099 ---- +5 ---- 2/2/5 ---- Conjure Refreshment ---- 4/4/4/1/0/0/0/0/0
391010 ---- +5 ---- 2/2/6 ---- Mirror Image ---- 4/4/4/2/0/0/0/0/0
391111 ---- +6 ---- 2/2/7 ---- Blizzard ---- 4/4/4/3/0/0/0/0/0/0
391212 ---- +6 ---- 3/2/7 ---- Polymorph (rabbit) ---- 4/4/4/4/0/0/0/0/0
391313 ---- +6 ---- 3/2/8 ---- Polymorph (turtle) ---- 4/4/4/4/1/0/0/0/0
391414 ---- +7 ---- 4/2/8 ---- Polymorph (tapig) ----4/4/4/4/2/0/0/0/0
391515 ---- +7 ---- 4/2/9 ---- Invisibility ----4/4/4/4/3/0/0/0/0
391616 ---- +7 ---- 4/2/10 ---- Ring of Frost ---- 4/4/4/4/4/0/0/0/0
391717---- +8 ---- 4/3/10 ---- Arcane Barrage ---- 4/4/4/4/4/1/0/0/0
391818 ---- +8 ---- 5/3/10 ---- Presence of Mind ---- 4/4/4/4/4/2/0/0/0
391919 ---- +8 ---- 5/3/11 ---- Summon Water Elemental ---- 4/4/4/4/4/3/0/0/0
392020 ----+9 ---- 5/4/11 ---- Deep Freeze ---- 4/4/4/4/4/4/1/0/0
3921---
3922Use 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)
3923---
3924
3925Weapon 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
3926----
3927
3928Arcane Missiles launches five waves of Arcane Missiles at the enemy, causing 1d6 Arcane damages per wave.
3929
3930Frost-bolt launches a bolt of frost at the enemy, causing 1d10 Frost damage and slowing movement speed by ten (10) feet for 1d4 turns.
3931
3932Frost 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.
3933
3934Counter-spell counters the enemy's spell-cast, preventing any spell from that school of magic from being cast for 1d4 turns.
3935
3936Polymorph (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.
3937
3938Blink 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.
3939
3940Arcane 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.
3941
3942Ice 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.
3943
3944Conjure 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.
3945
3946Mirror 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.
3947
3948Blizzard 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.
3949
3950Polymorph (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.
3951
3952Polymorph (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.
3953
3954Polymorph (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.
3955
3956Invisibility 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.
3957
3958Ring 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.
3959
3960Arcane Barrage launches several missiles at the enemy target, causing 1d4 of Arcane damage.
3961
3962Presence 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.
3963
3964Summon Water Elemental allows the mage to summon a water elemental to fight for the mage.
3965
3966Deep 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.
3967
3968---
3969
3970Fury/Protection Warrior
3971
3972As 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.
3973
3974All 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.
3975
3976Making an: Fury/Protection Warrior
3977
3978Abilities: 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.
3979
3980Where the class can only be found: Infernal Empire of the Fangs
3981
3982Alignment: Any but Chaos evil
3983
3984Starting Gold: 4d20x10 gold coins (40 – 800 gold coins)
3985
3986Starting age: Any
3987
3988Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
39891 ---- +0 ---- 2/0/0 ---- Strike, Charge ---- 4/1/0/0/0/0/0/0/0
39902 ---- +0 ---- 3/0/0 ---- Victory Rush ---- 4/2/0/0/0/0/0/0/0
39913 ---- +1 ---- 3/1/0 ---- Rend, Thunder Clap ---- 4/3/0/0/0/0/0/0/0
39924 ---- +2 ---- 3/2/0 ---- Execute ---- 4/4/0/0/0/0/0/0/0
39935 ---- +3 ---- 4/2/0 ---- Battle Shout ---- 4/4/1/0/0/0/0/0/0
39946 ---- +3 ---- 5/2/0 ---- Cleave ---- 4/4/2/0/0/0/0/0
39957 ---- +4 ---- 5/2/1 ---- Death Wish ---- 4/4/2/0/0/0/0/0/0
39968 ---- +4 ---- 5/3/1 ---- Titan's Grip ---- 4/4/4/0/0/0/0/0/0
39979 ---- +5 ---- 6/3/1 ---- Shield Block---- 4/4/4/1/0/0/0/0/0
399810 ---- +5 ---- 7/3/1 ---- Pummel ---- 4/4/4/2/0/0/0/0/0
399911 ---- +6 ---- 7/3/2 ---- Intimidating Shout ---- 4/4/4/3/0/0/0/0/0/0
400012 ---- +6 ---- 8/3/2 ---- Shield Wall ---- 4/4/4/4/0/0/0/0/0
400113 ---- +6 ---- 9/3/2 ---- Intercept ---- 4/4/4/4/1/0/0/0/0
400214 ---- +7 ---- 10/3/2 ---- Recklessness ----4/4/4/4/2/0/0/0/0
400315 ---- +7 ---- 11/3/2 ---- Spell Reflection ----4/4/4/4/3/0/0/0/0
400416 ---- +7 ---- 12/4/2 ---- Shattering Throw ---- 4/4/4/4/4/0/0/0/0
400517---- +8 ---- 12/4/3 ---- Enraged Regeneration ---- 4/4/4/4/4/1/0/0/0
400618 ---- +8 ---- 12/4/4 ---- Colossus Smash ---- 4/4/4/4/4/2/0/0/0
400719 ---- +8 ---- 12/5/4 ---- Heroic Leap ---- 4/4/4/4/4/3/0/0/0
400820 ----+9 ---- 13/5/4 ---- Shockwave ---- 4/4/4/4/4/4/0/0/0
4009---
4010Swim (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)
4011---
4012
4013Weapon 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.
4014---
4015
4016Strike is a simple strike attack that deals 1d6 damage.
4017
4018Charge allows the warrior to charges an enemy, closing the distance between them instantly, stuns it for 1d4 turns. This cannot be used in combat.
4019
4020Victory 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.
4021
4022Rend allows the warrior to wound the target, making them bleed for 1d4 damage over 1d6 turns.
4023
4024Thunder Clap allows the warrior to slow down nearby enemies' attack damage for 1d4 turns and deals 1d4 physical damage.
4025
4026Execute is a attempt to finish off an enemy, causes damage of 1d6, Only usable on opponents under five (5) or below hit points.
4027
4028Battle 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.
4029
4030Cleave allows the warrior to deal normal 1d10 damage roll plus1d4 damage to both of the warrior's opponent and its nearest ally.
4031
4032Death 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.
4033
4034Titan'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%.
4035
4036Shield 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.
4037
4038Pummel is a melee move that interrupts spell-casting and preventing any spell in that school from being cast for 1d4 turns.
4039
4040Intimidating 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.
4041
4042Shield Wall allows the warrior to reduce all damage taken by 1d4 for four (4) turns. This is only useable once every four (4) hours.
4043
4044Intercept allows the warrior to charge the enemy, causing 1d6 Physical damage and stunning them for 1d4 turns.
4045
4046Recklessness 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.
4047
4048Spell Reflection allows the warrior to raise their shield, reflecting the next spell cast on them within the next turn.
4049
4050Shattering 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.
4051
4052Enraged 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.
4053
4054Colossus 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.
4055
4056Heroic 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.)
4057
4058Shockwave sends out a wave of force, dealing damage and stunning all enemies in a frontal, thirty (30) feet, cone for 1d4 turns.
4059
4060----
4061
4062Shadow/Discipline Priests
4063
4064Priests 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.
4065
4066Devotion 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.
4067
4068Priests 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.
4069
4070Abilities: 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.
4071
4072Where the class can only be found: Lawful Empire
4073
4074Alignment: Any but Chaos evil
4075
4076Starting Gold: 2d20x10 gold coins (20 – 400 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 ---- 0/0/2 ---- Smite ---- 4/3/0/0/0/0/0/0/0
40822 ---- +0 ---- 0/0/2 ---- N/A ---- 4/4/0/0/0/0/0/0/0
40833 ---- +1 ---- 0/1/2 ---- Shadow Word; Pain ---- 4/4/1/0/0/0/0/0/0
40844 ---- +2 ---- 1/1/3 ---- N/A ---- 4/4/2/0/0/0/0/0/0
40855 ---- +3 ---- 1/2/3 ---- Renew ---- 4/4/3/0/0/0/0/0/0
40866 ---- +3 ---- 1/1/4 ---- N/A ---- 4/4/4/0/0/0/0/0
40877 ---- +4 ---- 2/1/4 ---- Mind Flay ---- 4/4/4/1/0/0/0/0/0
40888 ---- +4 ---- 2/1/5 ---- N/A ---- 4/4/4/2/0/0/0/0/0
40899 ---- +5 ---- 2/2/5 ---- Mind Blast ---- 4/4/4/3/0/0/0/0/0
409010 ---- +5 ---- 2/2/6 ---- Resurrection ---- 4/4/4/4/0/0/0/0/0
409111 ---- +6 ---- 2/2/7 ---- Inner Fire ---- 4/4/4/4/1/0/0/0/0/0
409212 ---- +6 ---- 2/3/7 ---- Dispel Magic ---- 4/4/4/4/2/0/0/0/0
409313 ---- +6 ---- 3/2/8 ---- Devouring Plague ---- 4/4/4/4/3/0/0/0/0
409414 ---- +7 ---- 3/3/8 ---- Mind Vision ----4/4/4/4/4/0/0/0/0
409515 ---- +7 ---- 3/3/8 ---- Shadow Word; Death ----4/4/4/4/4/1/0/0/0
409616 ---- +7 ---- 3/3/9 ---- Shadow fiend ---- 4/4/4/4/4/2/0/0/0
409717---- +8 ---- 4/3/9 ---- Mind Sear ---- 4/4/4/4/4/4/3/0/0
409818 ---- +8 ---- 4/3/9 ---- Mind Flay ---- 4/4/4/4/4/4/4/0/0
409919 ---- +8 ---- 4/3/10 ---- Shadow-form ---- 4/4/4/4/4/4/1/0/0
410020 ----+9 ---- 4/4/10 ---- Psychic Horror ---- 4/4/4/4/4/4/2/0/0
4101---
4102Use 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)
4103---
4104Weapon 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.
4105---
4106
4107Smite allows the priest to attack an enemy for 1d6 of Holy damage.
4108
4109Shadow Word; Pain is a word of darkness that causes 1d10 Shadow damage over four (4) turns.
4110
4111Renew is a spell that's cast upon a party member or self. The spell heals the target for 1d10 over three (3) turns.
4112
4113Mind 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.
4114
4115Mind Blast is a blast of shadow power to the target for 1d10 of Shadow damage.
4116
4117Resurrection 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.
4118
4119Inner 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.
4120
4121Dispel 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.
4122
4123Devouring 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.
4124
4125Mind 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.
4126
4127Shadow 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.
4128
4129Shadow 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.
4130
4131Mind 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.
4132
4133Mind 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.
4134
4135Shadow-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.
4136
4137Psychic 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.
4138
4139---
4140
4141Retribution/Holy Paladin
4142
4143The 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.
4144
4145Paladins 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.
4146
4147Making an: Paladin
4148
4149Abilities: 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.
4150
4151Where the class can only be found: Lawful Empire
4152
4153Alignment: Lawful good
4154
4155Starting Gold: 4d20x10 gold coins (40 – 800 gold coins)
4156
4157Starting age: Any
4158
4159Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
41601 ---- +0 ---- 2/0/0 ---- Seal of Righteousness, Hammer of Justice ---- 4/1/0/0/0/0/0/0/0
41612 ---- +0 ---- 2/1/0 ---- Flash of Light ---- 4/2/0/0/0/0/0/0/0
41623 ---- +1 ---- 3/1/0 ---- x ---- 4/3/0/0/0/0/0/0/0
41634 ---- +2 ---- 3/2/0 ---- Lay on Hands ---- 4/4/0/0/0/0/0/0/0
41645 ---- +3 ---- 3/3/0 ---- x ---- 4/4/1/0/0/0/0/0/0
41656 ---- +3 ---- 4/2/0 ---- Hand of Protection ---- 4/4/2/0/0/0/0/0
41667 ---- +4 ---- 4/2/2 ---- x ---- 4/4/2/0/0/0/0/0/0
41678 ---- +4 ---- 5/2/2 ---- Exorcism ---- 4/4/4/0/0/0/0/0/0
41689 ---- +5 ---- 5/3/2 ---- x---- 4/4/4/1/0/0/0/0/0
416910 ---- +5 ---- 6/3/2 ---- Seal of Insight ---- 4/4/4/2/0/0/0/0/0
417011 ---- +6 ---- 7/3/2 ---- x ---- 4/4/4/3/0/0/0/0/0/0
417112 ---- +6 ---- 7/4/2 ---- Seal of Truth ---- 4/4/4/4/0/0/0/0/0
417213 ---- +6 ---- 8/4/2 ---- x ---- 4/4/4/4/1/0/0/0/0
417314 ---- +7 ---- 8/4/3 ---- Hammer of Wrath ----4/4/4/4/2/0/0/0/0
417415 ---- +7 ---- 9/4/3 ---- x ----4/4/4/4/3/0/0/0/0
417516 ---- +7 ---- 10/4/3 ---- Seal of Justice ---- 4/4/4/4/4/0/0/0/0
417617---- +8 ---- 11/5/3 ---- x ---- 4/4/4/4/4/1/0/0/0
417718 ---- +8 ---- 12/5/3 ---- Avenging Wrath ---- 4/4/4/4/4/2/0/0/0
417819 ---- +8 ---- 12/5/4 ---- x ---- 4/4/4/4/4/3/0/0/0
417920 ----+9 ---- 13/5/4 ---- Light of Dawn ---- 4/4/4/4/4/4/0/0/0
4180
4181----
4182Diplomacy (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)
4183---
4184
4185Weapon 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.
4186----
4187
4188Seal 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.
4189
4190Hammer of Justice allows the Paladin to stun the target for 1d4 turns. This spell can only stun someone once every hour.
4191
4192Flash 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.
4193
4194Lay 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.
4195
4196Hand 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.
4197
4198Exorcism 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.
4199
4200Seal 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.
4201
4202Seal 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.
4203
4204Hammer 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.
4205
4206Seal 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.
4207
4208Avenging 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.
4209
4210Light 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.
4211
4212----
4213
4214Bard
4215
4216After 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.
4217
4218The 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.
4219
4220Making am: Bard
4221
4222Abilities: 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.
4223
4224Where the class can only be found: Empire of the Diamond Skulled Coyote
4225
4226Alignment: Any
4227
4228Starting Gold: 2d20x10 gold coins (20 – 400 gold coins)
4229
4230Starting age: Any
4231
4232Level ---- Base Attack Bonus ---- Saving Throws (Fort/Ref/Will) ---- Special ---- Spells per Day (0 to 9 days)
42331 ---- +0 ---- 1/0/0 ---- Summon Instrument ---- 4/1/0/0/0/0/0/0/0
42342 ---- +0 ---- 1/1/0 ---- x ---- 4/2/0/0/0/0/0/0/0
42353 ---- +1 ---- 2/1/0 ---- Detect Magic ---- 4/3/0/0/0/0/0/0/0
42364 ---- +2 ---- 2/2/0 ---- x ---- 4/4/0/0/0/0/0/0/0
42375 ---- +3 ---- 2/2/1 ---- Flare ---- 4/4/1/0/0/0/0/0/0
42386 ---- +3 ---- 2/2/2 ---- x ---- 4/4/2/0/0/0/0/0
42397 ---- +4 ---- 3/2/2 ---- Know Direction ---- 4/4/2/0/0/0/0/0/0
42408 ---- +4 ---- 4/2/2 ---- x ---- 4/4/4/0/0/0/0/0/0
42419 ---- +5 ---- 4/3/2 ---- Mending ---- 4/4/4/1/0/0/0/0/0
424210 ---- +5 ---- 4/4/2 ---- x ---- 4/4/4/2/0/0/0/0/0
424311 ---- +6 ---- 5/4/2 ---- Summon Monster ---- 4/4/4/3/0/0/0/0/0/0
424412 ---- +6 ---- 6/4/2 ---- x ---- 4/4/4/4/0/0/0/0/0
424513 ---- +6 ---- 6/5/2 ---- Disguise self ---- 4/4/4/4/1/0/0/0/0
424614 ---- +7 ---- 6/5/3 ---- x ----4/4/4/4/2/0/0/0/0
424715 ---- +7 ---- 7/5/3 ---- Identify ----4/4/4/4/3/0/0/0/0
424816 ---- +7 ---- 7/5/4 ---- x ---- 4/4/4/4/4/0/0/0/0
424917---- +8 ---- 8/5/4 ---- Alarm ---- 4/4/4/4/4/1/0/0/0
425018 ---- +8 ---- 9/5/4 ---- x ---- 4/4/4/4/4/2/0/0/0
425119 ---- +8 ---- 10/5/4 ---- Thriller ---- 4/4/4/4/4/3/0/0/0
425220 ----+9 ---- 10/6/4 ---- Summon Harem ---- 4/4/4/4/4/4/0/0/0
4253----
4254Perform; 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).
4255---
4256
4257A 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).
4258---
4259
4260Summon 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.
4261
4262Detect 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:
4263
42641) Detect Magic: number; Number of different magical auras and the power of the most potent aura.
42652) 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.)
42663) 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:
4267
4268Original Strength ---- Duration of Lingering Aura
4269Faint ---- 1d6 rounds
4270Moderate ----1d6 minutes
4271Strong ---- 1d6x10 minutes
4272Overwhelming ----1d6 days
4273
4274Flare 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.
4275
4276Know 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.
4277
4278Mending 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).
4279
4280When 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.
4281
4282Summon 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.
4283
4284Celestial 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
4285
4286Disguise 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.)
4287
4288Identify 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.)
4289
4290Alarm 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.
4291
4292Mental 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.
4293
4294Audible 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.
4295
4296(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.)
4297
4298Thriller 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.
4299
4300Summon 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).
4301
4302Material Component: a gold necklace worth at least twenty (20) gold coins