#master dex challenge
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kafus · 2 years ago
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how i caught entei in leafgreen in the most ridiculous way possible
SO last week i started a pokemon leafgreen file on my childhood cart i've had since my 5th birthday, and one my goals ended up being getting every owned dex entry possible in JUST the one copy of leafgreen without connecting to any other game… and i did. except i forgot one. ENTEI!!
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like probably a lot of you reading this i COMPLETELY forgot that one of the johto roaming beasts is in every copy of FRLG. i never even caught any of them as a kid. which roamer you get is based on your starter (squirtle = raikou, bulbasaur = entei, charmander = suicune) and i happened to pick bulbasaur so my roamer was entei. it does actually ROAM in kanto, aka whenever you change locations, the pokemon moves to a new route. obviously this is a pain in the ass, but it gets even more painful because roamers can flee from the battle and they will the instant you encounter them. you get the chance to throw one ball or use one move and that's it… so like in most pokemon games, you would use a trapping move like mean look to keep the roamer in the battle and turn it into a normal legendary encounter, right? HAHA WRONG
raikou and entei are affected by the ROAMER ROAR BUG in FRLG, which means if they use roar to escape the battle (yes, even in mean look, it doesn't stop roar from working) they just disappear from the game. permanently. forever. you can never capture it. suicune is not affected by this because it doesn't have roar, but my roamer was entei, so uh. the odds were stacked against me. did i want to repetitively encounter the roamer over and over, never trapping it, just throwing one ball each time? or did i want to set up a mean look pokemon only to have to soft reset every time entei used roar? neither option sounded fun and i was going to just give up and master ball it despite REALLY wanting it in a luxury ball like all the other kanto legendaries i had already caught… UNTIL!
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i am a moderator of the ribbon master discord (a different pokemon challenge) and i was just sorta liveposting my thought process about this annoying roamer when gen 3 rng manipulation extraordinaire ddeeffgg crashes into the chat and suggests this fucking bonkers idea. and his bonkers idea is galaxy brain LET ME EXPLAIN
ariados is available in leafgreen's post game by catching spinarak in pattern bush, and of course electrode is a fairly common kanto pokemon. ariados gets access to spider web, which is basically just mean look with a different name (and i completely forgot it existed), it traps the opponent in the battle. but IMPORTANTLY, it ALSO gets access to BATON PASS… which, in gen 3, passes the trapping effect! usually if you were to use spider web and swap out ariados, the opponent would no longer be trapped, but baton pass solves that! and then electrode has the ability soundproof which prevents roar from working, and it even gets thunder wave (paralysis) and sonicboom (consistent 20 damage with no chance of accidental crits) to assist in easier capture of entei! nice!! awesome!! but getting this setup in order is the most ridiculous shit i've ever done in leafgreen
PROBLEM #1: ariados gets baton pass through egg move. in gen 3, egg moves are only passed down by the father and not the mother, so i had to grab a male ledyba, grind it to a high enough level to learn baton pass, then grab a female spinarak and breed them together. unfortunately this means my ariados would be level 1 and i'd have to train it up quite a bit, which leads into my next problem…
PROBLEM #2: ariados is SLOWWW. its base speed is a measly 40 compared to entei's whopping 100! ariados needs to outspeed entei to use spider web first turn so entei can't just run away! i would have to get ariados to a very high level to outspeed entei, grinding all the way from level 1. the one plus side is that the roamers in FRLG are bugged to always have a 0 IV in defense, special attack, special defense, and speed, which means unless entei has a +speed nature, its speed would always be a predictable and relatively low 105 at level 50, which is what it's encountered at. so i had to get an ariados with a speed of 106 or higher.
to get around both these problems as efficiently as possible, while breeding spinarak, i bred quite a few to get one with a +speed nature, and ended up with a jolly spinarak. everstone doesn't work in FRLG unfortunately, so the nature was completely random each time. soon my DAUGHTER WAS BORN after like 2-3 hours of breeding because FRLG eggs are SLOOOW and i was being stubborn about the nature, which i was getting unlucky on LOL
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then i maxed out her speed EVs real quick by fighting picnicker susie on route 13 over and over, who gives 12 speed EVs per battle, 24 with the macho brace, which i was using. this was just to make sure i would reach 106+ speed as fast as possible. then i grinded her levels by repetitively fighting the two trainers right outside the weird chansey dance guy's house in sevault canyon on seven island, right above tanoby ruins. using the vs seeker on them is the best grinding spot in the game since they give 20k experience per fighting both of them and there's a healing spot Right There. i was using exp share and leading with my level 100 jolteon named Egg who i adore with all my heart. ariados, now named koolaid, ended up crossing the speed threshold at level 62! yes this took a while lmao
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as for electrode, i wanted one at as high of a level as possible so i hopefully wouldn't have to grind levels. i lucked out as electrode is found at a whopping level 64 in cerulean cave's bottom floor. a 5% encounter rate but as i had already caught numerous 5%s for the pokedex, i didn't really care. however it DOES have explosion and i'd rather not have the electrode explode on me before i could catch it which would then send me on a wild goose chase for ANOTHER 5% electrode… so i grabbed the random level 24 poliwhirl with the damp ability, which prevents explosion from working, out of my PC, and gave it a smoke ball from the celadon game corner so i could lead with her and easily run from each encounter that Wasn't Electrode.
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now you may be wondering how i was going to handle capturing electrode once i was actually in the battle because SURELY it would just use thunderbolt or something and instantly murder my poliwhirl. however funnily enough electrode only has two attacking moves at level 64, swift and explosion. explosion obviously doesn't work, and swift is a physical attack in gen 3 due to all normal type moves being physical, this was before the physical/special split in gen 4. electrode's physical attack stat is a garbage 50 and swift only has a base power of 60 so i honestly wasn't concerned. and best of all, poliwhirl gets the move hypnosis, so i could easily put electrode to sleep and start chucking ultra balls… and the smoke ball ended up being useless because i somehow ran into electrode first try what the fuck LOL
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anyways i named them gatorade to match with koolaid. truly the dream entei capturing team. i didn't even feel the need to grind any levels on gatorade, level 64 was more than enough, so i just slapped the two moves i wanted on them - thunder wave through the one-use tutor in silph co, and sonicboom through the move reminder on two island, costing me two tinymushrooms which i thankfully already had and did not have to go out of my way to grind.
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however the hours worth of prep ISN'T DONE YET! because uhh…
PROBLEM #3: ariados has to be above entei's level to outspeed it (yes, even if it had a 31 IV in speed AND a speed boosting nature AND maximum speed EVs, it still wouldn't be enough at level 50), which means the repel trick can't be used to encounter it. tracking down the roamer is practically impossible without using repels to cancel out all other wild pokemon, and in gen 3, unlike later gens, you can't put a fainted pokemon in the front of the party for the repel trick instead. and if i DON'T lead with ariados, entei will run away when i try to swap into it. SO i decided i would have to run into entei once first through the repel trick method, which marks it as "seen" in the pokedex, and then i would track its location through the pokedex to encounter it while leading with ariados.
to accomplish this, i simply ran in and out of the building on route 16, going in and out of the grass in the process, which would constantly be randomizing entei's location until it happened to randomize onto route 16. i caught a staryu with illuminate as an ability to raise the chance of entei appearing, which does work while staryu is fainted (wouldn't want to go in and out of the grass while entei was on route 16 without encountering it!) and otherwise led with my level 50 magmar that was on my elite four team named Torch for the repel trick.
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i bought a whopping 100 max repels for this task but i ended up getting entei within just a few lol. torch was holding the smoke ball just to be able to run away safely without any shenanigans!
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and now entei was in the pokedex and able to be tracked that way!
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however, there was still ONE more problem...
PROBLEM #4: luxury balls are a pain in the ASS to get in this game! they can't be bought from any shop. the only way to repeatedly get luxury balls in FRLG is to show a pokemon to selphy, a rich girl who lives in resort gorgeous on five island.
i will mostly skim over this because it's boring, but TLDR i had to continuously talk to her, fly back to the pokemon center, get the pokemon she wanted to see out of the PC because the step limit is 250 before she gets sick of waiting which is like nothing (i already had a living dex of every mon obtainable in leafgreen otherwise so this wasn't hard), surf to her, then spam A through dialogue with her butler in which i had a 70% chance of receiving a luxury ball. i did this over 40 times until i had 30 luxury balls, and sold off all the nuggets and other items she gave me. good lord this took a while
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and now with ALL of that setup i was FINALLY ready to capture entei in a luxury ball. this took me literally all day and i was really excited. to consistently encounter entei, i saved in cerulean city and tracked it in the pokedex from there, opening it over and over after changing to any of the four routes connected to the city, and moving to an adjacent route from entei's location when it was close in the hopes of walking onto the same route it moved to when i did. i was following a map made by hangarofroam, he has a video tutorial on how to shiny hunt the FRLG roamers and encounter them as quickly as possible, and i highly recommend looking it up if you want to capture these roamers yourself, but tldr this is the map i was using:
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and once i encountered entei i was finally able to use the strategy i had prepped so long to do... and it worked without a hitch!! entei can't try to use roar first turn because it wastes a turn trying to flee, which is prevented by ariados outspeeding and using spider web... then if it tries to use roar the next turn, i've already switched into electrode to block it with soundproof. so from there it's just a matter of whittling down entei's HP to the red with swift/sonicboom and paralyzing it with thunder wave, then tossing luxury balls until success!
and i GOT IT after 3 encounter attempts and 73 luxury balls thrown. and FINALLY i have all 171 national dex entries possible in a single copy of leafgreen with no connection to other games, and all the legendaries are in fancy ass luxury balls. i am winning.
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this was ridiculous. please be proud of my accomplishments. i've had this file for less than 2 weeks and i already have over 70 hours of gameplay in it after doing all this AAAAA
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also barely related but look at Egg my jolteon he had like no purpose in this story but i took a pic of him in front of entei before going on to capture entei because i love him so much pleas
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thanks for coming to my fucking ted talk i am SOOO normal about pokemonsdfjkfds (joke)
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thecreaturecodex · 2 months ago
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Sabreclaw
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Image © TSR Inc.
[The sabreclaw first appeared in Sabre River, a Basic D&D module, and then was reprinted in the Creature Catalogue. And then in the Mystara Monstrous Compendium for AD&D, which is where this art appears. The sabreclaw is clearly an attempt to fill the design need of making minions challenging to high level characters, which is where their cumulative defenses came in. Since AC is much more scalable in 3.x and Pathfinder than it is in earlier or later editions, I gave it cumulative offenses as well. I did tone down its nastiest ability; originally, all members of a wing fully share hit points, so none of them die unless all of them die. Combine that with an immunity to 1st-3rd level spells in the original, and every fight with these is gonna be a bit of a slog. The transfer health ability is intended to capture some of that flavor without being nearly so hostile to the players]
Sabreclaw CR 3 LE Aberration This humanoid creature has greasy black fur over its body and leathery wings growing from its back. Its face is distorted, rugose and vaguely simian. Its left hand is prehensile, but its right is taken up with a single oversized claw.
Sabreclaws are unnatural creatures, created through fleshwarping to be soldiers without goals or desires of their own. Sabreclaws are found in squads, called wings, almost exclusively; a lone sabreclaw is likely to be the survivor of a destroyed wing, and is usually desperate, insane or both. Sabreclaws do not have a functional individual identity—they think of themselves as agents of their creator, and view other members of their wing the same way typical creatures think of their arms and legs as parts of themselves.
Sabreclaw wings fight en masse, dive-bombing a target and tearing them to pieces with their namesake claws. Their tactics are usually uncreative, but effective: gang up on a single target until it stops moving, move onto the next one. The more sabrewings are clustered together, the more effective combatants they become, and a sabrewing can even relay hit points to a wounded comrade to keep them in the fight longer. Whether a sabreclaw wing retreats to choose its battles, or goes out in a blaze of glory, depends more on the desires of their master than it does any tactical sense or personal choice for the sabrewings.
Unlike many fleshwarped monster, sabreclaws are created from non-sapient creatures, namely baboons. They are always made in batches—if a single sabreclaw awakens without a wing to call its own, it lashes out violently and uncontrollably. Fledgling fleshwarpers may view using animals to create fleshwarps as a lesser evil than transforming humanoids, but few creators are resolute enough to remain at that level of mad science. Indeed, sabreclaws are often used to gather “raw materials” by their masters. Sabreclaws are carnivorous, but require much less food and water than natural creatures of their size.
Sabreclaw CR 3 XP 800 LE Medium aberration Init +5 (+9 with hive mind); Senses darkvision 60 ft., Perception +8 (+12 with hive mind), true seeing
Defense AC 15, touch 12, flat-footed 13 (+1 Dex, +1 dodge, +3 natural) hp 27 (5d8+5) Fort +2, Ref +2, Will +6 Immune poison; SR 14 Defensive Abilities cumulative defenses, evasion
Offense Speed 30 ft., fly 90 ft. (poor) Melee claw +6 (1d12+4) Special Attacks cumulative offenses, powerful charge (claw, 2d12+4)
Statistics Str 17, Dex 13, Con 13, Int 6, Wis 14, Cha 2 Base Atk +3; CMB +6; CMD 18 Feats Dodge, Improved Initiative, Mobility, Outflank (B), Precise Strike (B) Skills Fly +4, Perception +8 (+12 with hive mind), Stealth +7 Languages Common (cannot speak), telepathy 120 ft. (other sabreclaws only) SQ hive mind, transfer health
Ecology Environment any land Organization solitary, wing (2-20) or army (21-200) Treasure incidental
Special Abilities Cumulative Defenses (Su) A sabreclaw gains a +1 insight bonus to Armor Class and saving throws for every 2 sabreclaws in range of its telepathy, to a maximum of +5 for 10 sabreclaws. Cumulative Offenses (Su) A sabreclaw gains a +1 morale bonus to attack and damage rolls for every 2 sabreclaws in range of its telepathy, to a maximum of +5 for 10 sabreclaws. Hive Mind (Ex) As long as a sabreclaw is within telepathic range of one allied sabreclaw, it gains a +4 racial bonus on Initiative checks and Perception checks. If at least one sabreclaw is aware of combatants, all other allied sabrewings within the range of its telepathy are also aware of them. Transfer Health (Su) As an immediate action, a sabreclaw can lose 5 hit points in order to heal another sabreclaw within range of its telepathy 5 hit points. True Seeing (Su) A sabreclaw can see as if under the effects of a true seeing spell as a supernatural ability.
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soylent-crocodile · 17 days ago
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Foilcatcher (Blade Beast)
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(art by anonymous)
(This will probably be the last blade beast for the time being; I have plenty more, but I want to go back and do some work with them.)
Fickle, bold, and downright snarky birds, foilcatchers have an obsessive need for perfection in combat, testing their skill as duelists against other challengers. Few can match their fencing speed; only such successful challengers are offered the opportunity to wield such creatures as blades.
Having chosen a wielder does not dull a foilcatcher's wit, of course, and they expect their blademaster to keep up with them in both battle and in conversation. They have a love for the dramatic, and will keep quiet in a particularly emotional battle with a rival or nemesis, but will keep running commentary with their wielder if an opponent isn't willing to provide. There is typically a true fondness between a foilcatcher and their wielder- one who does not enjoy their company will simply leave, after all- but it generally manifests in teasing and challenges, and the expectation that the foilcatcher is their master's first choice in sparring parter.
Some foilcatchers possess the Keen enchantment rather than Agile; these foilcatchers are LN, have 8 HD  and a CR of 7, and are considerably rarer. They are much sought after by those who know and study blade beasts.
A small metal bird flits through the air, lacking a head but making up for it with a rapier floating above its neck.
Misc- CR4 CN Tiny Magical Beast (Blade Beast, Shapechanger) HD5 Init:+4 Senses: Blindsight 60ft, Perception:+10 Aura:  Stats- Str:6(-2) Dex:18(+4) Con:12(+1) Int:13(+1) Wis:15(+2) Cha:16(+3) BAB:+5 Space:1.25ft Reach:5ft Defense- HP:33(5d10+5) AC:20(+2 Size, +4 Dexterity, +2 Deflection, +2 Natural Armor) Fort:+5 Ref:+8 Will:+3 CMD:15 Resist: Immunity: Weakness: Special Defenses: Naturally Headless Offense- +1 Agile Pierce +10(1d6+5/18-20) CMB:+1 Speed:10ft, Fly 40ft (Good)  Feats- Weapon Finesse, Combat Expertise, Improved Disarm Skills- Bluff +4, Escape Artist +9, Fly +16, Perception +10, Stealth +10 Special Qualities- Blade Form, Deeds (Derring-Do, Dodging Panache, Opportune Parry and Riposte), No Breath, Panache (3) Ecology- Environment- Urban (Any) Languages- Common, Elven Organization- Solitary Treasure- NoneSpecial Abilities- Blade Form (Su)- As a standard action, a blade beast can shift between beast form and the form of an enchanted weapon. A foilcatcher’s Weapon Form is that of an intelligent +1 Agile Rapier with empathy, speech, telepathy, and 30ft sight. Panache- A foilcatcher has panache and deeds as a level 1 swashbuckler. More advanced foilcatchers may gain additional deeds. A foilcatcher’s pierce natural weapon counts as a one-handed piercing weapon for the purpose of regaining panache.
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real-fire-emblem-takes · 3 months ago
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hcs of how assorted fe8 characters play pokémon:
eirika
favourite game: BW1 and/or SM (likes the characters and story. was genuinely sad when n left at the end of bw1.)
unironically loves, and uses pokémon that are usually hated or otherwise ignored, such as simisear (she picked oshawott in her first playthrough of white), audino, zebstrika, drampa etc. though tbh she enjoys all pokémon in general and usually tries for 100% dex completion in every game.
completes every single sidequest she comes across, because she really wants to help the npcs. would prefer to play through the main story slowly and at her own pace, except her friend group is full of people who play for endgame content and/or competitive, and she more often than not is urged to complete the main story quickly so she can help them out with postgame (e.g. trading post-HOF version exclusives).
only occasionally dips her toes into battle facilities, usually because another friend (or her brother) is challenging multi battles and needs a partner. the one battle facility she actually grinds of her own accord is the battle subway, for character-related reasons.
doesn't battle much, really just her friends if they're up for it. prefers to do other co-op activities in multiplayer such as raids.
ephraim
favourite game: pokkén (loves beating the shit out of opponents in a fighting game. it's cathartic at least.)
doesn't really catch a lot of pokémon, just those he thinks looks cool / strong. the exception is when he's trying to help his sister complete the dex and needs to catch version exclusives.
in fact the twins always get opposite game versions (for mainline + old mystery dungeon) for that reason, to cover more ground, e.g. ephraim's first pokémon game was black, eirika's was white (which their dad bought for them when they were kids). they either play third versions (emerald, plat) / single titles (LA) concurrently, or only one of them plays while the other backseats the entire time.
rushes the main story to get to the battle facilities (and endgame items for competitive prep). was very disappointed when SV didn't have any sort of battle facility.
ladders a lot ingame and on battle sims. also fights innes every friday night, where he runs the risk of getting both of them banned from showdown over battle chat getting spicy.
lyon
favourite game: explorers of sky, poképark 2 or SM (he vibes with the more grim plot)
also a 100% dex completionist, though he usually tries to play third versions / transfer from other games to do so.
has memorised at least one dex entry for every pokémon. just knows all sorts of stats and lore off the top of his head.
actually knows how to datamine / modify game files. he will never admit it but he absolutely has used cheats ingame before.
doesn't do battle facilities beyond grinding for BP for items, or playing with friends. he prefers to explore the region to its fullest extent and learn about all the background lore.
he does play competitive, but isn't very good at it yet because he doesn't really have time to practise (actually studies irl).
may or may not also be making a horror romhack of his own with knoll's help.
joshua
favourite game: TCG (or masters) (gambling)
likes running risky strats such as (in mainline) multi-hit moves without skill link / loaded dice, serene grace + paraflinch etc. frequently also does these on challenge runs such as nuzlockes, because it's funny.
for the tcg pocket people: he mains celebi. 'nuff said.
actually pretty good at the game, he just can't resist the allure of 50/50 coinflips to decide a game.
.
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incorrectsmashbrosquotes · 1 year ago
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Ranni and the Tarnished's Children
So, I've been replaying Elden Ring, getting hyped for Shadow of the Erdtree, so I wanted to imagine what children Ranni and the Tarnished might have. If you believe they're physically incapable then just imagine they magicked them up with God-Powers or something.
ONTO THE KIDS!
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Blaiddyd (pronounced: Bly-thid) (Translated: Wolf Lord).
Named for his uncle Blaidd the Half Wolf, Blaiddyd is the eldest Demigod child of Ranni and her Consort. Tall and blonde, he actually takes after his uncle Radahn quite a bit, being loud, friendly, and boisterous. In Build terms, he's an STR/Faith build, drawing on his faith in his parents rather than in any of the Gods like the Golden Order.
Blaiddyd has an intensely protective streak for his younger siblings and is generally an outgoing and friendly guy. But he does have a wolf's temper and can be a devil in the battlefield, entering something like a Berserker rage.
Blaiddyd fights with the Claymore and his Incantations, especially the Black Flame incantations of the Godskins using the Godslayer's Seal. Both his parents are a bit concerned about his interest in those arts. However, in serious situations, he uses the Sacred Relic Sword, entrusted to him by his parents as a show of trust and faith.
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Rhiannon (pronounced: Ree-anne-on) (translated: Great Queen)
Named for her grandmother, Rennala of the Full Moon, Rhiannon is actually one of a set of twins. A quiet and reserved girl with pale skin and the red hair of her mother's true form, Rhiannon prefers her actions to speak over her words. She's a DEX/Faith build, relying on speed and incantations and her faith in her family to see her through.
While naturally taciturn, she is actually quite shy as well, and has a hard time speaking to other. She is a Demigod, like Blaiddyd, and often proves the more level headed one when she commands on the battlefield with her brother.
Rhiannon prefers spears and knives in combat, using Incantations only to bolster her already remarkable agility and dexterity. She prefers the Cross-Naginata if she had to choose, and also uses the Dragon Communion Seal as those are the incantations she prefers to use and is renown as something of a Dragon Hunter for it. But in dire circumstances she uses the Bolt of Gransax.
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Idris (translated: Ardent Lord)
Named for his uncle Iji, Idris is a brilliant scholar of a Demigod, spending most of his time perusing ancient texts and tomes, seeking new and fascinating magics. He is the twin of Rhiannon, though his sister feels more kinship with Blaiddyd than Idris, though that suits him fine, as Idris enjoys his solitude.
A tall and lean brunette, Idris is fascinated by magic, especially Death Sorceries, and retains a frustration at his mother for her refusal to allow him to study the Rune of Death to further his research in the field, though he secretly relishes the challenge of working without it.
While not much of a fighter, Idris uses his grandmother's Regal Scepter for his casting, and a Carian Crystal Dagger is her really must get dirty with it.
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Mairwen (translated: Blessed Love)
Mairwen, named for the Kindling Maiden Melina who guided her father on his journey, Mairwen is not a Demigod.
She is an Empyrean. A candidate for Godhood. Her mother's heir.
Mairwen is an albino with white hair and eyes, and almost completely mute, save whispering to her parents and siblings when she feels she has something important to say. She's the youngest of the family, and yet perhaps the most powerful, as befitting a God in Bud. Her scarlet pure white eyes see to see everything and nothing at once.
Mairwen is a master of Faith and Intelligence, using sorcery and incantations in equal measure using Azur's Glintstone Staff and the Erdtree Seal, given to her by her father after a secret conversation. But should the occasion call for it, she unleashes the Sword of Night and Flame, and shows her foes true terror.
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the-whatcherof-89 · 1 year ago
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Ethoslab Ladders Aka Mr Clark Snappers.
CR 20 NG Medium Humanoid
XP 307,200 (if used as npc for encounter)Middle aged Human Rogue (Phantom Thief)10 Living Monolith 10
Neutral Good Medium humanoid
Init +8; Senses Perception +36
AC 40, touch 24, flat-footed 32 (+8 Dex, +5 Deflection, +5 Natural, +1 Insight, +6 Armor, +5 Shield) hp 135 (16d6+75)
Fort +17, Ref +22, Will +16
Speed 30 ft. Melee Adamantine shortsword +27/22/17 1D6+5 Ranged Crossbow +31/26/21 1D8+9
Racial Bonus feat (Fast learner), +1 Skill point per level.
Traits Pragmatic activator, Nervous.
Class features Refined education(Craft:Stone, Perception, Stealth, Spellcraft)+5, Broad education(Finesse rogue, Positioning attack, Improved feint, Minor magic, Major magic), Social sense+3, Advanced rogue talent: Shrine walk, Soul stone, Stone blood, Fortified flesh(DR 3/- 30%), Stability, Tombsight, Immune to disease, Attunement to stone, Summon sphinx, Ageless stone, Judgement of the monolith, Master Ka stone.
Spellcasting CL10 DC20 Crafter’s fortune 5/day Read magic/at will.
Str 10, Dex 26, Con 20, Int 30, Wis 18, Cha 14
Base Atk +14/9/4; CMB +13; CMD +31
Feats Shield proficiency, Rapid reload, Point blank shot, Precise shot, Snap shot, Rapid shot, Crossbow mastery, Master crafter, Endurance, Iron will.
Special His immortality gives him the +2 bonuses for old age but no penalties thanks to his immortality.
Skills Acrobatics +30, Appraise +18, Bluff +25, Climb +20, Craft(Stone) +33, Craft(Redstone)+33, Disguise +11, Disable +14, Escape artist +20, Handle animal +13, Heal +11, Intimidate +11, Knowledge (Arcana +30, Dungeon +18, Engineering +30, Nature +20, Geography +18, History +15, Local 15, Nobility +14, The planes+14, Religion +14), Linguistics +5, Perception +26, Perform(dance) +7, Profession(Engineer) +21, Ride +16, Sense motive +16, Sleight of hand +16, Spellcraft +35, Stealth +30, Survival +16, Swim +20, Use magic device +33.
Languages Common, Draconic, Elven, Dwarven, Sphinx, Giant, Sylvan, Undercommon, Alko.
Combat gear Cornerstone crossbow+5, 45 +4 Bolts, Adamantine defending shortsword+5, 2 Daggers of doubling, Returning trident+1, Amulet of natural armor+5, Ring of protection+5, Scholar’s ring, Dragon form armor(Black)+5, Animated fire resistance darkwood buckler+4, Belt of physical might+6 (Dex, Con), Headband of mental prowess+6 (Int, Wis, Bluff), Coat of resistance+4, Cloak of comfort, Shoes of the lighting leaper, Bracers of the falcon aim, Wands (Fly, Haste, Cure moderate wounds), Potions:Blur(1), Cure critical wounds(2), Manual of quickness of action+3(Used), Tome of clear thought+4(Used), Ioun stones: Dusty rose prism, Western star, Bag of holding type I, Small anvil with the phrase “You got Etho’ed” on the side, Rogue kit, 113GP.
Background Ethoslab also known simply as Etho hails from a far land of Hermits where he is renowned for his pioneering and discoveries in the field of redstone. Etho is a quirky, intelligent, adaptive individual that has some nervous moments popping out sometimes. Nevertheless, Etho’s knowledge of redstone and architecture is unparalleled and even his colleagues Mumbo and Grian recognized his talent. Etho being very old, sometimes struggles to find something new to do that would stimulate his mind even if that means pushing things to the extreme, sometimes. Regardless, his favorite thing is dropping anvils on unsuspecting hermits via very complex contraptions and he was about to drop one on his friend Scar but he was interrupted by an ethereal voice: “You want to see new horizons? I can help with that. Would you like to accept my challenge?” Etho was confused for a moment but then saw a chest that wasn’t there before. “If you are interested, open it. Never seen before horizons awaits you.” Etho was hesitant for a moment but he just could not resist. As soon as he opened the chest the world around him changed as so did his equipment. He stood in the middle of a jungle with new tools, knowledge and a map in hand. “Find me if you can. And if you succeed i will grant your deepest wish.” Etho looked around and spotted a Llama. “Well, would you  look at that.” And he smirked.
Image made using Heroforge.
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epic-kotlc-crossover · 9 months ago
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Warrior of The Mind
This is the fifth chapter of the EPIC/ KOTLC crossover! Hope you like it :D (It's also the last chapter in the Troy saga! Onto Cyclops!! That'll start getting posted on Monday)
Tags: @justalunaticfangirl @myfairkatiecat @bookwormgirl123 @thesfromhms @ham-cheese-toastie
Tick
Tock
Tick
Tock
That was the first thing that should've alerted Fitz to Athena arriving.
As he stepped away from Dex, promising to 'greet the world with open arms,' time seemed to slow.
That was his second sign. As the goddess descended gracefully down in front of him, war helmet on as always, he'd expected congratulations for winning the war.
Or killing the infant.
"Athena!" he called out with a smile. It faltered after seeing her stormy expression.
"What is going on with you? Have you forgotten everything I've taught you?" She snapped. Fitz frowned. He couldn't think of anything he'd done that would've disappointed the goddess. "You've softened, Fitz. Let me remind you."
Athena waved her hands, and Fitz's vision darkened, and all he could feel was the whipping of cold wind.
Goddess of wisdom... master of war... the words seemed to echo through the blackness.
I had a challenge! A test of skill! The blackness dissapered with a flash of light, and Fitz found himself looking at a very familiar man.
But then a boy came, for the thrill! Fitz realized with a start that the man was him, only twenty years before.
He was watching his first meeting with Athena.
"Show yourself!" The younger Fitz called out, and, after a pause, added, hesitantly, "I can see you."
The air in front of his younger self rippled, and Athena appeared. She hadn't changed, Fitz realized, in style or ideals.
He watched the interaction, staring at himself fondly.
That Fitz didn't know about everything that was going to happen. He wasn't guilty. He didn't lie awake at night, thinking of everything he should have changed.
Why was Athena showing him this?
She'd said something about 'growing soft,' but he didn't understand how. Fitz had been to war—and killed so, so many people—what could've set this off?
"Don't be modest, I know you're a goddess, Athena." his younger self proclaimed with a self assured grin.
Athena straightened and offered little Fitz a hand, replying, "I'd be happy to be your mentor—"
"Or a friend?" Fitz interjected hopefully. Athena shrugged noncommittally.
"We'll see how it ends."
Another flash of light and scene changed again, to him and Athena walking down a dirt path that Fitz knew led to the sea.
He could remember them talking about changing the world and making everything better. At least that hadn't changed.
"Why are you showing me this?" Fitz yelled out over choruses of 'we are the warriors of the mind!'' "Athena?"
Everything faded to black once again, and Athena appeared in front of him.
"I still intend to help you, Fitz. Don't forget that you are a warrior of the mind. You need to focus and turn off your heart. Emotions complicate things. Your heart is not the decision maker. You are."
She stared down at him for five seconds, but Fitz couldn't bring himself to cower. He would prove himself to her, just like he always had.The ticking noise slowly faded and as Fitz could feel himself return back to the ship, Athena sent one last message.
Don't disappoint me...
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aceteron · 4 months ago
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Preamble for those of you without a grasp on the probability of shiny Pokémon, it is 1/8192 from Gen 2 to Gen 5 and 1/4096 from Gen 6 onwards. This story is about Gen 3, so that first stat.
Given the number of wild encounters in a playthrough, this is a probability so low that some people could go multiple games' playthroughs without ever seeing one.
So, when I was a kid, playing through Pokémon Sapphire 20 years ago, I ran into a shiny Electrike on Route 118.
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The problem was, I was too young and didn't know what it was. It sparkled, it was an alt color. I was scared it would wipe my team.
So I ran.
Obviously, I found out later what a shiny is, and the dread of having ran from my first one has plagued me for my entire Pokémon-playing life.
Now. Recently I have been playing through Emerald Legacy, a Romhack that stays true to the original experience, but with some balance tweaks and the ability to solo complete the National Dex.
I am at 80 hours logged so far, because I've been training every catchable Pokémon up as I go, to complete the Dex along the way. A fun challenge, but it also means I've encountered a lot of wild Pokémon so far.
I reached route 118. I've been training there before heading north because of its proximity to the Berry Master's gardens.
And he showed up. The shiny Electrike from all those years ago. He waited adamantly for me. and I finally added him to my team. "FromTheBlu" and I have been reunited after two decades apart and it straight up made me cry tears of joy.
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My shame undone, a decades-old story updated. Shiny Electrike/Manectric is now forever marked as a favorite Pokémon in my heart.
For those unfamiliar with the phrase "bolt from the blue", it means an unexpected event (i.e. lightning on a sunny day). Considering shinies are a rare, unexpected event, and shiny Electrike is a blue electric Pokémon, it felt very fitting.
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malsfefanfics · 1 year ago
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OC Profile: Rosamund
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art by @/nessiemccormick, edited down to icon size by me
"You wish to know more about Rosamund? She's rather easy to talk to, once you get past that Vestra pride. Though I honestly don't know her that well, given how Hubert didn't even tell me of her existance until recently. She also tends to keep people at dog's length from her at all times. Yes, I mean 'dog'." -- Edelgard, about Rosamund.
Full name: Rosamund von Vestra Nicknames: Rosa (Raphael, Mercedes, Caspar, Constance, Claude), Rosebud (Hapi), Rosie (by Dorothea), Petal (For Hubert Use Only), Little Rose Wolf (Yuri) Birthday: Day 6 of the Harpstring Moon, 1165 Age: 15-16 (Pre-TS), 20+ (Post-TS) Crest: None Family: Marquis Iason von Vestra (Father, Deceased), Medee (Mother), Hubert (Older Brother), Tancred (Younger Brother), Rigel (Best Hound) Nationality: Adrestia Titles: Master of the Hounds, The Thorn Huntress, Devoted Bloom Voice Claim: Jeannie Tirado (leaning more towards Rose from Resident Evil Village in tone)
Interests: Hunting, History of Fódlan and surrounding nations, Weapons and training, Singing Likes: Sweets, Dogs, Her brothers, Fish, Healthy Competition, Saint Cichol Dislikes: Her father, The Church, Saint Seiros, Noble Society, Liars, Formal Dresses, Herself
Favorite Meals: Super Spicy Fish Dango, Pheasant Roast with Berry Sauce, Pickled Rabbit Skewers Liked Meals: Saghert and Cream, Sweet Trio Bun, Grilled Herring, Sautéed Jerky, Small Fish Skewers, Fried Crayfish Disliked Meals: Daphnel Stew, Bourgeois Pike, Cheesy Verona Stew, Gautier Cheese Gratin
Tea Preferences: Lavender Blend, Almyran Pine Needles, Mint Tea, Rose Petal Blend
Liked Gifts: Hunting Dagger, The History of Fódlan, Fishing Float, Smoked Meat, any flower, Stylish Hair Clip Disliked Gifts: Gemstone Beads, Goddess Statuette, Blue Cheese, Book of Crest Designs
Lost Items:
Book of Hunters' Fables: A hand written book of fables and folk songs shared by hunters from across the continent. Looks well read.
Family Dagger: A dagger with a pink blade and a green handle. Reminds you of primroses.
Children's Music Box: A silver music box that plays an unfamiliar lullaby. There's the coat of arms of an Adrestian Family on the lid.
Starting Class: Noble Preferred Class Path: Noble --> Fighter/Myrmidon --> Archer/Thief --> Sniper/Assassin Strength: Bow, Sword Weakness: White Magic, Black Magic, Dark Magic Budding Talent: Authority Personal Skill: 'Howling Shot', increases power against Demonic Beasts by +5.
Weapons Starting Levels:
Sword: D Lance: E+ Axe: E Bow: B Brawling: E Reason: E Faith: E Authority: C Heavy Armor: E Riding: E+ Flying: E
Base Stats:
HP: 25 Str: 7 Mag: 1 Dex: 8 Spd: 6 Lck: 7 Def: 6 Res: 7 Cha: 9
Learned Faith Spells: ??? Learned Reason Spells: ???
Recruit Requirements for Canon-Compliance AUs: Crimson Flower requires C-support with Hubert and Edelgard, and B-support with Petra or Bernadetta. Verdant Wind requires B+ Rank or Higher of Flying, Faith, and Reason, and must have majority of Black Eagles and Ashen Wolves recruited. Cannot be recruited on Blue Lions or Silver Snow.
Potential Supports:
Byleth
Hubert
Tancred
Medee
Edelgard
Petra
Linhardt
Caspar
Dorothea
Bernadetta
Ferdinand
Jeritza
Mercedes
Felix
Sylvain
Ashe
Annette
Claude
Leonie
Raphael
Lysithea
Yuri
Hapi
Constance
Seteth
Flayn
Shamir
Hanneman
Manuela
Crit Quotes:
You wish!
For my brothers!
How annoying.
I'll never lose!
You call that a shot?
I thought you'd be a challenge.
I'll cut you down!
Time for the hunt!
No goddess can save you.
Defeat Quotes:
I can't fall here. Best to pull back for now.
That...could have gone better.
I'm sorry, brother. I failed you.....
Your Majesty, please....look after my family.....
I guess I truly am....the weakest Vestra.....
Skill Level Increase Quotes:
I can use this on the hunt.
This is easy as pie.
Another day, another lesson.
I can do that? Explains a lot. (Budding Talent)
I....I actually do that? (Magic)
Level Up Quotes:
As to be expected of a Vestra.
Excellence comes with hard work.
Getting stronger and wiser.
Missed the mark, it seems.
I can hear the old man scoffing from the grave.
Not sure I have much left to learn.
Gift Quotes:
Liked Gifts: Oh, I love this! How did you know?
Neutral Gifts: Thanks. This will be useful for later.
Disliked Gifts: You might have better luck elsewhere.
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paperanddice · 2 months ago
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Eye Golem
These constructs are quite disconcerting to most, not actually formed out of their constituent parts quite the way most are. Unlike stone, iron, or clay figures, eye golems (or watchers) are ritually crafted, hundreds of preserved eyeballs placed within a circle and formed over days of magical incantations into a giant-like figure with smooth, marble skin and dozens of eyes and eye-like sigils studding its skin. Originated from a hidden group of followers of an obscure sun god, most of these watchers stand guard over sacred places of this god, though others travel to help bring their word to others. Unlike many constructs, watchers have rudimentary intelligence, though are still unable to speak on their own, instead occasionally issuing forth the words of the sun god itself to bring terror to those who do not believe. When the construct's eyes open, they shine a bright light out, with enough eyes being able to outright blind. Even looking at one is comparable to looking into the sun, leaving spots in one's vision and making it challenging to take shots at the construct.
When a watcher is destroyed, its body glows with a bright light that obscures vision of it, leaving behind a pile of all the eyes used to craft it, still perfectly preserved and even slightly warm as if freshly plucked. Those with the right attunement to magic can detect thin strands of energy that lead each eye back to the person it was originally taken from, if they still live, and it is even possible to restore the taken eyes.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Identifying the energy that connects the eyes with their "donors" requires a DC 28 Arcana, Occultism, or Religion check, and the eyes can be restored by performing the Treat Wounds action at a minimum of the Master DC, using the eye as an additional requirement. On a success the eye is restored, while on a critical failure the eye is destroyed in addition to the normal result.
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Watcher Creature 11 Large Construct Perception +23; truesight Skills Athletics +23 Str +6, Dex -1, Con +5, Int -3, Wis +0, Cha -5 AC 30; Fort +24, Ref +18, Will +19 HP 160; Immunities bleed, death effects, disease, doomed, drained, emotion, fatigued, fear, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 10 (except adamantine), spells 10 (except darkness, light, or sonic) Speed 30 feet Melee fist +23 (agile, magical, reach 10 feet), Damage 2d8+10 bludgeoning Spells DC 27 ; Constant truesight Gaze of Ancient Light [2 actions] (incapacitation, light, occult, visual) The watcher emits a burst of light in a 30 foot emanation. Each creature in that area must attempt a DC 30 Fortitude save. The watcher can't use Gaze of Ancient Light again for 1d6 rounds. Critical Success The creature is unaffected and temporarily immune for 1 hour. Success The creature is stunned 1. Failure The creature is blinded for 1 minute and stunned 3. Critical Failure The creature is permanently blinded and stunned 6. Primal Voice of Doom [1 action] (auditory, emotion, fear, mental, occult); Frequency once per day; Effect The watcher intones a disturbing invocation. Each creature in a 30-foot emanation must succeed at a DC 27 Will save or become frightened 2 (or frightened 4 on a critical failure). Shoot into the Sun [1 action] (light, occult, visual); Frequency once per day; Effect The watcher opens all its eyes, emitting flashing lights for one minute. All creatures that look at the watcher must succeed on a DC 30 Fortitude save or become dazzled for 1 minute.
13th Age
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Eye Golem Double-strength 8th level spoiler [construct] Initiative: +10 Eye Covered Fists +12 vs. AC (2 attacks) – 35 damage. C: Gaze of Ancient Light +12 vs. PD (1d4 nearby enemies) – The target is weakened (hard save ends, 16+). Natural 16+: The target is also stunned until the end of their next turn. Natural Even Miss: The target is dazed until the end of their next turn. Limited Use: 1/battle. C: Primal Voice of Doom +12 vs. MD (all nearby enemies) – When the target has 48 or fewer hp, they’re dazed and don’t add the escalation die to their attacks (hard save ends, 16+). Limited Use: 1/battle. Shoot Into the Sun: Ranged attacks against the eye golem miss 20% of the time. True Seeing: The golem is immune to invisibility and ignores illusions. AC 24 PD 21 MD 19 HP 260
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maestrojax · 9 months ago
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Jarlaxles stats in dragon heist. I love him so much.
Medium Humanoid (Elf), Chaotic Neutral Armor Class : 24 (+3 leather armor, Suave Defense) Hit Points : 123 (19d8 + 38) Speed : 30 ft. STR: 12 (+1) DEX: 22 (+6) CON: 14 (+2) INT: 20 (+5) WIS: 16 (+3) CHA: 19 (+4) Saving Throws: Dex +11, Wis +8 Skills: Acrobatics +11, Athletics +6, Deception +14, Perception +8, Sleight of Hand +11, Stealth +16 Senses: darkvision 120 ft., passive Perception 18 Languages: Abyssal, Common, Draconic, Dwarvish, Elvish, Undercommon Challenge: 15 (13,000 XP) Proficiency Bonus +5 Special Equipment. Jarlaxle wears +3 leather armor, a hat of disguise, a bracer of flying daggers, a cloak of invisibility, a knave's eye patch, and a ring of truth telling. He wields a +3 rapier and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning. Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Jarlaxle instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. Fey Ancestry. Jarlaxle has advantage on saving throws against being charmed, and magic can't put him to sleep. Innate Spellcasting. Jarlaxle's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks) He can innately cast the following spells, requiring no material components: At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Legendary Resistance (1/Day). If Jarlaxle fails a saving throw, he can choose to succeed instead. Master Attuner. Jarlaxle can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard. Sneak Attack (1/Turn). Jarlaxle deals an extra 24 (7d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jarlaxle's that isn't incapacitated and Jarlaxle doesn't have disadvantage on the attack roll. Suave Defense. While Jarlaxle is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier. Sunlight Sensitivity. When not wearing his knave's eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Jarlaxle makes three attacks with his +3 rapier or two attacks with daggers created by his bracer of flying daggers. +3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage. Flying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Legendary Actions Jarlaxle can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Jarlaxle regains spent legendary actions at the start of its turn.
Quick Step. Jarlaxle moves up to his speed without provoking opportunity attacks.
Attack (Costs 2 Actions). Jarlaxle makes one attack with his +3 rapier or two attacks with daggers created by his bracer of flying daggers.
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z-king252 · 22 days ago
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So, last night I completed my Alola PokéDex on my 2nd ever playthrough of Ultra Sun.
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Why, you ask?
I started this save file for 2 reasons. The first was that I wanted to play it again, experience stuff I didn't complete on my first save file back in 2017.
The second was to set up a new file for The Ribbon Challenge, where I get as many ribbons on a Pokémon as possible. I have a Lucario Ribbon Master who originated from Pearl back in 2023. I finished my Ribbon Challenge back in 2024 (for now).
I made the decision to complete my Dex for the Shiny Charm, so that I could have an easier time finding Shiny Pokémon I could choose to make a Ribbon Master when I go back to the Challenge.
So... the question comes down to who I want to hunt. I have S.O.S hunting in mind, since I really don't wanna use the lengthy Masuda Method. I'll update again when I make a decision, but it'll probably be something that can Mega Evolve in ZA, releasing Fall this year.
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ledgend-origin-mew · 5 months ago
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It is done! All trainer sheets have now been compleated, those including; The champion, the Elite 4, the god trainers, the corrupted, and the sons of actual bitches.
I'll be giving small descriptions at the end of each sheet under the cut to give the character context to the world, and a little for their teams. After this, I have one left ref for an altered origin urain befor finally continuing with the story! I really do appreciate the patience and interest, it means the world to me!
I would also like to put a quick Trigger Warning for the mentions of Death and Murder.
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Dez is a fairly "step back" kind of champion, often going on long journeys and putting challengers on longs for long periods of time. Shortly after looking his partner, Dez sought out dialga as a last ditch effort to save them, only to be refused his request upon capturing Tempest by hand.
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Fernandes is a family man, yet wasn't able to be around his wife or daughter much as an elite 4. To combat this, he hatched a Hisuian Zoroark that he gave his name and the duty of protecting his family... It did not go as planned. Fern considers himself a battle first, shiny hunter second.
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Mike has been around the world, studying the containments and how they came about. After an incident with Registeel malfunctioning and exploding, Mike was left blinded in one eye as a result. As an attempt to atone for the mistake, Reggigigas agreed to stand by his side for the time being.
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Nathanial used to work on a simple farm, taking care of all kinds of grass and bug types, even taking in a few Miltanks. During a routine check of his property, Nathanial was alerted to a rather violent altercation between Life and Death, with Order nowhere to be found. In an attempt to protect Xerneus, Nathanial used himself as a shield only to lose one of his arms. Racked with guilt, Rebirth has refused to leave his side since the siblings altercation.
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Alex, most often going by Al, is a shiny hunter first and foremost. His goal is to obtain a complete shiny dex and you will often find him begging Fernandes for a temporary trade between Fiona, Sapphire, and Plazma. After countless, COUNTLESS attempts to befriend the Shiny Mewtwo he found in Kalos, Al's attention would be caught by a falling star, a core from space.
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Unable to move on from mankinds abuse of both man and mon, Charlie has thrown away his morals and has chosen a path of most resistance. The Sister of Space, looking to get revenge after a lost war against her brother, agreed to grant this mortal her powers, if only temporary.
Char's desire for an ideal world drew Zekrom to their side, and lead them to seeking out Kyurem. After a long battle, Kyurem agreed to assist in Charlie's plan if they assisted in re-completing his own shattered form.
Ace, being a fairly submissive and to be honest - desperate - fully grown dragon, was not only able to pair with the perma-mega Garchomp, but also able to have her agree to joining his masters side, being given his name out of respect of her authority.
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Once sharing the position of champion with Dez, Danial would find himself bound to the limits of the Distortion World after his curiosity lead him astray. As legends state, those who command the Sister of the Vail may never again no the earthly light of Origin. For Tina to be caught, she must take her trainers life, a cost Danial was willing to pay if only to share his knowledge of the light with the sister of the dark.
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Sickly and frail, Jasper has never known a life outside of his own home. Able to understand the words of pokemon yet never able to travel with them. One day, a brightly coloured mew with crystals growing inside it was brought to his home by a strange pokemon masquerading as a human man, begging for assistance with said Mew's health. Supporting one another, Jasper and Mew were able to keep the other stable long enough for the former to achieve a great status, being sought out by mythicals themselves.
When the younger boy known his time is coming to an end, he will request Gaia to transfer his life energy into the Mew so that maybe, he will survive without the use of Synergy. To respect the life given to him and the carry on the legacy left, mew would take Jasper's name onto himself, and do his best to simply live.
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After the events of Team Plazma take over and subsequent destruction, N would take on everything he had learnt through his time as "King" and go on his own solo adventure. At first, he would attempt to release all of his pokemon, not seeing himself fit to call himself their friend anymore. However, with the words of a damage friend, N would seek out his friends once more to apologise. N finds himself unsure on how to be a person, needing guidance from his partner to understand how to act in typical situations.
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After seeing a third attempt at creating Mewtwo, Silver decide it best to leave everything to do with team rocket behind, family included. Having bonded with the newest Mewtwo they had manipulated into working with them, Silver was able to escape with not only Base, but every ounce of data that was left on any system. Silver finds himself struggling to understand the feelings and thoughts of pokemon, misunderstanding the different between power and pride. He often needs the guidance of his partner to understand the hearts of the creatures around them.
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One of the youngest champions recorded, RED was labed to be the first ever trainer to have a whole and completed pokedex and the second ever trainer to "befriend" an ancient anomaly. During RED's training on Mt.Silver, he and his team were hit with a particularly bad snow storm, leading to his fall from the summit and his eventual death. Due to the nature of RED's passing, his spirit was trapped on this summit until he would face a trainer that could finally defeat him and put his soul to rest. Out of consideration - and slight selfishness - for his friend, MISSINGNO would replace the Lapras in RED's roster, corrupting his form and allowing him exit from the mountain.
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Labeled the first champion to ever be recorded in history, STEVEN is wanted on several accounts of 1st degree murderer including yet not limited to the murder of his own brother through strangulation, one account of criminal conspiracy, one account of kidnapping, one account of trespassing within an ancient tomb as well as desecrating and robbing said protected grave tomb.
It is said that STEVEN found something old withing this tomb, stole what was inside, and used its corpse to create the first iteration of the Mewtwo experiment. It's rumoured that this creature sealed within this tomb was that of an Origin.
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soylent-crocodile · 1 year ago
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Converter Beast (Monster)
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(Converter Beast by Uriah Voth)
CR9 LE Huge Aberration (Phyrexian) HD14
A converter beast is exactly what it sounds like- a creature engineered by Phyrexia to assimilate and convert enemies and captives on the fly, the collective’s ultimate goal of conversion of flesh and eradication of culture manifest in a single squamous form. Creatures swallowed by the converter beast are trapped in its cage of bone and drenched in choking phyrexian oil, their flesh and minds slowly corrupted into phyrexian soldiers of compleation.
Converter beasts are ill-equipped to work alone, however, with their blindsight limited and their minds dull and obedient. Most frequently they are accompanied by a huntmaster, a phyrexian ranger trained to thrive in whatever environment they and the converter beast are assigned to. Notably, huntmasters are frequently converts from the populace and region they return to besiege, one of the highest ranks such a phyrexian can reach without having been born a newt or sculpted from scratch. It is the role of these huntmasters to guide them to suitable prey and keep their instincts leashed when the time does not call for it. The beasts, for their part, are obedient servants who know better than to challenge their master’s commands.
Some converter beasts, however, are simply dropped into their environment with no such commander. This is done when subtlety and precision is unneeded, as an unleashed converter beast is just as likely to convert a target as it is to shred it with its tails and jaws.
This large, lizard-like creature has an array of spikes forming a thick cage on its back and a tail that splits into three lashing segments. Misc- CR9 LE Huge Aberration (Phyrexian) HD14 Init:-1 Senses: Perception:-1, Blindsight 60ft, Scent Stats- Str:26(+8) Dex:8(-1) Con:25(+7) Int:3(-4) Wis:8(-1) Cha:13(+1) BAB:+10/+5 Space:15ft Reach:10ft Defense- HP:161(14d8+98) AC:20(-1 Dex, -2 Size, +13 Natural) Fort:+11 Ref:+5 Will:+10 CMD:29 Immunity: Acid, Curse, Disease, Poison Weakness: Special Defenses: Mycosynth Flesh Offense- Bite +16 (1d10+8 plus Grab), 3 Tail +14(2d4+4, 18-20/x2, 20ft reach) CMB:+20 Speed:60ft Special Attacks: Lashing Rend, Swallow Whole (40hp, AC16, 1d4+1 Wis damage), Fast Swallow Feats- Multiattack, Lightning Reflexes, Iron Will Skills- Survival +10 Spell-like Abilities- (Caster Level 11, Concentration +12) Deathwatch, Psychic Link /Constant Acid Spray (DC16) 3/day Ecology- Environment- Any Languages- Necril (Can’t talk) Organization- Solitary, Attended Beast (1 Converter Beast, 1 Compleated Ranger 11) Treasure- Standard Special Abilities- Lashing Rend (Ex)- A creature hit by two or more of a converter beast’s tail attacks in one turn must make a DC18 Reflex save or be knocked prone and moved 10ft towards the converter beast as with the Drag maneuver. Psychic Link (Sp)- A bound converter beast has a mental link with its huntmaster, as with the spell Mental Link. Swallow Whole (Ex)- A converter beast can hold 4 medium creatures, 16 small creatures, or 1 large creature in its stomach. Additionally, if a creature breaks free of its stomach, that does not free any others and it can still use its swallow whole ability, as sharp trapping horns erupt to fill any gaps. If a creature is brought to 0 Wisdom by a converter beast’s swallow whole ability, it makes a DC12 Constitution check. If it succeeds, it removes all damage and gains the Phyrexian template. If it fails, it is rendered unconscious as usual.
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volcalder · 2 months ago
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Oh boy! Benga being added to Pokemon Masters! Time to look at all the differences/similarities he has with Alder!! I absolutely love how Benga had very little screen time in BW2, and most people dont know he exists, but from what we DID see we got the pieces to put together how much of a hard worker he must be, and how precisely he is training to become the absolute strongest. He even has a GIGANTAMAX POKEMON now that he's being added. That kid does not play around.
Benga's Sync Dex entry: This Trainer from Unova is Alder's grandson. His natural skill as a Trainer has led him to the very top at a battle facility where the strongest Trainers gather. Alder's Sync Dex Entry: Alder is the highly experienced former Champion of Unova. He wanders around, telling younger generations the good news of a wonderful future with Pokémon.
Benga's (notable) Passive skills are: - Pure Competition - Been Through Enough - He Who Overcame the Challenge Benga's Theme skills are: - Bug Field - Unova: - Battle Facility Foe - Free Spirit - Passionate Spirit
Alder's Passive skills are: - Bug Shift - Rejuvenate 6 - Adrenaline 2 - Wonders of Walking Together Alder's Theme Skills are: - Bug Strike - Unova - Champion - Cape - Veteran Trainer
(woah. benga's intense. he's so awesome!! You can definitely tell he's a newer-era trainer (for the game) because his skills seem more tied to his actual personality/self. )
Alder's trainer-move is "Unparalleled Power!" Benga's trainer-move is "See Who's Stronger!"
Benga also has a move called "Swarming Flames Bug Buzz", while Alder's Sync-Move is called "Voyager's Bug Buzz"
Meanwhile, Benga's Sync-Move is called "Power Through Even More Bug Beam"
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nerdknowledgepool · 5 months ago
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I would like to pet the demon puppy.
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Baskerville
Huge Fiend, Lawful Evil
“It came with the wind through the silence of the night, a long, deep mutter, then a rising howl, and then the sad moan in which it died away. Again and again it sounded, the whole air throbbing with it, strident, wild and menacing.”
AC: 17 (Natural Armor)
HP: 385 (22d12 + 242)
Speed: 50 ft.
STR: 27 (+8)
DEX: 14 (+2)
CON: 32 (+11)
INT: 13 (+1)
WIS: 11 (+0)
CHA: 8 (-1)
Damage Immunities:
Non-magical Bludgeoning, Piercing, and Slashing
Condition Immunities:
Charmed, Exhaustion, Frightened
Senses:
Dark Vision 60 ft., passive Perception 19
Challenge:
18
TRAITS
Panoptic Monstrosity: Baskerville is able to manifest any number of eyes from anywhere on its body. As a result, it gains +19 to Perception checks based on sight.
Vampiric Familiar: Baskerville is the familiar of a powerful vampire lord, and as such, manifests vampiric traits akin to those of its master. At the start of each turn, Baskerville regains 4d6 Hit Points. If Baskerville successfully hits a creature with a Bite attack on his last turn or has a creature grappled with Ragdoll Chew, it instead regains 8d6 Hit Points.
ACTIONS
Bite: Melee Weapon Attack: +13 to hit, reach 5 feet, one target. Hit: 31 (5d8 + 8) Piercing Damage.
Slam: Melee Weapon Attack: +13 to hit, reach 10 feet, one target. Hit: 19 (2d10 + 8) Bludgeoning Damage. On hit, the target must succeed a DC 14 Strength Saving Throw or be knocked prone.
REACTIONS
Ragdoll Chew: If Baskerville successfully hits with a bite attack, it may attempt to clamp down on the target. The target must succeed a contested Athletics check against Baskerville or be grappled. A creature grappled this way takes an additional 5d8 + 8 Piercing Damage at the start of Baskerville’s turn. Baskerville cannot take the Bite action while grappling a creature this way.
LEGENDARY ACTIONS
Baskerville can take 3 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Baskerville regains spent Legendary Actions at the start of its turn.
Baleful Howl: Baskerville lets loose a blood-curdling howl. Creatures within 120 feet must succeed a DC 14 Wisdom Saving Throw or be deafened for 24 hours.
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