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1
Rouge Force
2
3-
Level 25
3+
Level 20
4
5-
HP: 240/240
5+
HP: 188/188
6
STR: 18 (+4)
7-
CON: 35 (+12)
7+
CON: 27 (+8)
8-
DEX:  8 (+0)
8+
DEX: 8 (-2)
9-
INT: 13 (+1)
9+
INT: 14 (+2)
10-
WIS:  8 (-2)
10+
WIS: 8 (-2)
11-
CHA:  8 (-2)
11+
CHA: 8 (-2)
12
13
Starting Stats: 14 STR, 14 CON, 8 DEX, 10 INT, 10 WIS, 8 CHA
14
Level 1: +1 STR, Ace Trainer (+1 STR, +1 CON, -2 WIS) Enhanced Training, Improved Attacks
15
Level 2: +1 CON, Improved Attacks +
16
Level 3: +1 CON, Improved Attacks Z
17
Level 4: +1 CON, Enduring Soul (+1 CON) Boundless Endurance, Press On!
18
Level 5: +1 CON, Damage Compromise
19
Level 6: +1 STR, Padding
20
Level 7: +1 STR, Padding +
21
Level 8: +1 STR, Split
22-
Level 9: +1 STR, Improved Attacks Z+
22+
Level 9: +1 STR, Press On!+
23-
Level 10: +1 INT, Press On!+
23+
Level 10: +1 INT, Still Standing
24-
Level 11: +1 INT, Still Standing
24+
Level 11: +1 INT, Still Standing+
25-
Level 12: +1 INT, Still Standing+
25+
Level 12: +1 INT, Chain Weapons Proficiency
26-
Level 13: +1 CON, Chain Weapons Proficiency
26+
Level 13: +1 CON, Chain Weapons Master
27-
Level 14: +1 CON, Chain Weapons Master
27+
Level 14: +1 CON, Psychic (+1 INT, +1 CON, -2 STR) Telekinesis, Telepathy
28-
Level 15: +1 CON, Psychic (+1 INT, +1 CON, -2 STR) Telekinesis, Telepathy
28+
Level 15: +1 CON, Rain Maker (+1 CON) Hydrokinesis, Cryokinesis
29-
Level 16: +1 CON, Hey Guys, Watch This!
29+
Level 16: Waterfall
30-
Level 17: +1 CON, (1 Feat Point)
30+
Level 17: +1 CON, Surf
31-
Level 18: +1 CON, (1 Feat Point)
31+
Level 18: Whirlpool
32-
Level 19: +1 CON, (1 Feat Point)
32+
Level 19: +1 CON, Rain Dance
33-
Level 20: +1 CON, (1 Feat Point)
33+
Level 20: Rainy Mood
34-
Level 21: +1 CON, (1 Feat Point)
34+
35-
Level 22: +1 CON, (1 Feat Point)
35+
36-
Level 23: +1 CON, (1 Feat Point)
36+
37-
Level 24: +1 CON, (1 Feat Point)
37+
Whip Master (2d12+21+CON Modifier Damage, AC 5)
38-
Level 25: +1 CON, Rain Maker (+1 CON) Bubble, Icicle Spear, Hydrokinesis, Mist, Powder Snow, Rain Dance, Whirlpool, Surf, Ice Beam
38+
39
Ace Trainer:
40
41
Enhanced Training (N/A)
42
43-
Whip Master (7d10+CON Modifier Damage, AC 6)
43+
Improved Attacks Z (Static. When adding up damage dealt to the foe through your pokemon's attack, add your STR modifier and CON modifier before your foe subtracts their defense or special defense from the attack.)
44
45
Enduring Soul:
46
47
Boundless Endurance (Static. You may add to your pokemon's Defense, Special Defence or HP stats when they level up ignoring Base Relation.)
48
49-
Improved Attacks Z+ (Static. When adding up damage dealt to the foe through your pokemon's attack, add your STR modifier and CON modifier before your foe subtracts their defense or special defense from the attack.)
49+
50
51
Padding + (Static. Subtract twice your CON modifier from the damage you would take.)
52
53
Still Standing + (Static. You may still issue commands to your pokemon while unconscious. You may still make a DST when lowered to -100% HP.)
54
55
Damage Compromise (21x Daily. Every 1 level gained, you may perform this Feature another time. When that pokemon is calculating damage, instead of applying its DEF or SP.DEF you may instead half the damage it is supposed to take and take that amount of damage instead without applying DEF or SP.DEF.)
56
57
Split (3x Daily. Every 7 levels gained, you may perform this Feature another time. You take half of the damage that would have been done to your pokemon. Your pokemon takes half the damage it was supposed to take. Apply DEF and SP.DEF for your pokemon. Apply any damage modifiers for yourself.)
58
59
Psychic:
60
61-
Damage Compromise (18x Daily. Every 1 level gained, you may perform this Feature another time. When that pokemon is calculating damage, instead of applying its DEF or SP.DEF you may instead half the damage it is supposed to take and take that amount of damage instead without applying DEF or SP.DEF.)
61+
62
63
Telepathy (At-Will. You may read the surface thoughts of other humans, as well as project your surface thoughts to other humans. You may also project telepathic messages to your Pokemon, but may not read your Pokemon's minds.)
64
65
Rain Maker:
66
67
Hydrokinesis (Static. When targeting any type of water with Telekinesis, multiply your INT and CON modifiers sum by 10 pounds instead of 5 pounds. You can mold water into other forms of water and produce small quantities of water from the air by thought.)
68
69
Cryokinesis (Static. When targeting any type of frozen water with Telekinesis, multiply your INT and CON modifiers sum by 10 pounds instead of 5 pounds. You can mold ice into other forms of ice and freeze water by thought. As long as you are conscious, you and your non-Pokemon allies within 10 meters do not take damage from Hail.)
70
71
Waterfall (At-Will – Drains 10 of user's HP each use. Use the move Waterfall. Use your CON attribute as your ATK stat.)
72
73
Surf (At-Will – Drains 20 of user's HP each use. Use the move Surf. Use your CON attribute as your SP.ATK stat.)
74
75-
Bubble (At-Will - Drains 3 HP per use. Use the attack Bubble. Use your CON modifier as your SpAttack stat.)
75+
Whirlpool (At-Will – Drains 7 of user's HP each use. Use the move Whirlpool. Use your CON attribute as your SP.ATK stat.)
76
77-
Icicle Spear (At-will - Drains 5 HP per use. Use the attack Icicle Spear. Use your CON modifier as your SpAttack stat.)
77+
Rain Dance (At-Will – Drains 20 of user's HP each use. Use the move Rain Dance.)
78
79-
Mist (At-Will - Drains 8 HP per use. Use the Move Mist.)
79+
Rainy Mood (Static. As long as either you are near a large body of water such as a lake or ocean or the weather is Rain or Hail, you may have Water and Ice typed Pokemon moves you use via Rain Waker features originate at significant sources of water nearby. Significant sources of water are at least deep enough to submerge a Small sized Pokemon.)
80
81-
Powder Snow (At-Will - Drains 8 HP per use. Use the Move Powder Snow. Use your CON modifier as your SpAttack stat.)
81+
82
83-
Rain Dance (At-Will - Drains 20 HP per use. Use the Move Rain Dance.)
83+
84
Species: Luvdisc
85-
Whirlpool (At-Will - Drains 12 HP per use. Use the Move Whirlpool. Use your CON modifier as your SpAttack stat.)
85+
Level 35
86
EXP (34000/37000)
87-
Surf (At-Will - Drains 30 HP per use. Use the Move Surf. Use your CON modifier as your SpAttack stat.)
87+
88
Type: Water
89-
Ice Beam (At-Will - Drains 30 HP per use. Use the Move Ice Beam. Use your CON modifier as your SpAttack stat.)
89+
90
Gender: Female
91
Ability: Water Veil (Immunity to Burn.)
92
Weight: 19.2 lbs.
93
Capabilities: Overland 1, Surface 8, Underwater 8, Jump 2, Power 1, Intelligence 3, Gilled
94
Nature: Gentle (+SpDefense,-Defense)
95-
Level 25
95+
96-
EXP (15650/17600)
96+
HP:        (68/68)
97
HP Stat:   (4) 11
98
Attack:    (3)  3
99
Defense:   (4) 10
100
SpAttack:  (4)  4
101
SpDefense: (9) 30
102
Speed:     (6)  6
103
Base Relation: SpDefense > Speed > HP = Defense = SpAttack > Attack
104
105
(Natural) Tackle (Normal. At-Will. AC 3. Melee. Attack. 2d6. 1 Target. Dash.)
106-
HP:        (58/58)
106+
107
(Natural) Charm (Normal. EoT. AC 2. Ranged. No Damage. 1 Target. Lowers the target's Attack 2 Combat Stages.)
108
109
(Natural) Water Gun (Water. At-Will. AC 2. Ranged. SpAttack. 2d6. 1 Target.)
110
111-
SpDefense: (9) 20
111+
112
113
(Natural) Take Down (Normal. EoT. AC 5. Melee. Attack. 3d10+10. 1 Target. Dash. After Take Down deals damage, the user loses 1/4 of the value of total damage they dealt as a result of Take Down in HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost.)
114
115-
(Natural) Tackle (Normal. At-Will. AC 3. Melee. Attack. 2d10. 1 Target. Dash. Weight Class. For each Weight Class the user is above the target, they deal additional 1d10 damage.)
115+
116
117
(Natural) Water Pulse (Water. EoT. AC 2. Ranged. SpAttack. 1d10+10. No Target. Burst. Creates a 3-meter Burst. Confuses all Legal Targets on 17-20 during Accuracy Check.)
118
119-
(Natural) Water Gun (Water. At-Will. AC 2. Ranged. SpAttack. 2d10. 1 Target.)
119+
(Machine) Swift (Normal. EoT. None. Ranged. SpAttack. 1d10+10. 1 Target. Cannot miss.)
120
121
------
122
123-
(Natural) Take Down (Normal. EoT. AC 5. Melee. Attack. 3d20. 1 Target. Dash. After Take Down deals damage, the user loses 1/2 of the value of total damage they dealt as a result of Take Down in HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost.)
123+
124
Species: Corsola
125
Level 35
126
EXP (34000/37000)
127-
(Natural) Water Pulse (Water. EoT. AC 2. Ranged. SpAttack. 3d10. No Target. Burst. Creates a 3-meter Burst. Confuses all Legal Targets on 17-20 during Accuracy Check.)
127+
128
Type: Water/Rock
129-
(Machine) Swift (Normal. EoT. None. Ranged. SpAttack. 3d10. 1 Target. Cannot miss.)
129+
130
Gender: Female
131
Ability: Torrent (Last Chance: Water. When the pokemon is at or below 1/3 HP, Water type moves get a x1.5 damage bonus.)
132
Weight: 11 lbs.
133
Capabilities: Overland 4, Surface 8, Underwater 8, Jump 2, Power 1, Intelligence 3, Gilled
134
Nature: Bold (+Defense,-Attack)
135-
Level 25
135+
136-
EXP (15650/17600)
136+
HP:        (110/110)
137
HP Stat:   (6)  25
138
Attack:    (4)   4
139
Defense:   (11) 25
140
SpAttack:  (7)   7
141
SpDefense: (9)  10
142
Speed:     (4)   4
143
Base Relation: Defense > SpDefense > SpAttack > HP > Attack = Speed
144
145
(Natural) Tackle (Normal. At-Will. AC 3. Melee. Attack. 2d6. 1 Target. Dash.)
146-
HP:        (85/85)
146+
147-
HP Stat:   (6)  20
147+
148
149-
Defense:   (11) 20
149+
(Natural) Bubble (Water. At-Will. AC 2. Ranged. SpAttack. 1d12. 1 Target. Lowers the target's Speed on 16-20 during Accuracy Check.)
150
151
(Natural) Recover (Normal. Center. None. Self. No Damage. No Target. The user regains HP equal to half of its full HP.)
152
153
(Natural) Refresh (Normal. Battle. None. Self. No Damage. No Target. The user is cured of all Status Ailments.)
154
155-
(Natural) Tackle (Normal. At-Will. AC 3. Melee. Attack. 2d10. 1 Target. Dash. Weight Class. For each Weight Class the user is above the target, they deal additional 1d10 damage.)
155+
(Natural) Rock Blast (Rock. EoT. AC 5. Ranged. Attack. 1d10. 1 Target. Scatter. Trap. Rock Blast can hit up to 5 times. Once the user misses, they cannot attempt to make another attack on that turn. When adding stats only add 1/2 Attack. If Rock Blast hits the same target 3 times, they are trapped for 1 turn.)
156
157
(Natural) Bubblebeam (Water. EoT. AC 2. Ranged. SpAttack. 1d12+16. 1 Target. Beam. Creates a 9-meter beam. Lowers the target's Speed on 18-20 during Accuracy Check.)
158
159-
(Natural) Bubble (Water. At-Will. AC 2. Ranged. SpAttack. 1d8. 1 Target. Lowers the target's Speed on 16-20 during Accuracy Check.)
159+
(Machine) Brine (Water. Battle. AC 2. Ranged. SpAttack. 1d12+17. 1 Target. If the target is below 50% HP, Brine deals an additional 2d12 damage.)
160
161
------
162
163
Sam
164
Species: Alomomola
165-
(Natural) Rock Blast (Rock. Battle. AC 3. Ranged. Attack. 1d12. 1 Target. Scatter. Trap. Rock Blast can hit up to 5 times. Once the user misses, they cannot attempt to make another attack on that turn. When adding stats only add 1/2 Attack. If rock Blast hits the same target 3 times, they are trapped for 1 turn.)
165+
Level 35
166
EXP (34000/37000)
167-
(Natural) Bubblebeam (Water. EoT. AC 2. Ranged. SpAttack. 2d20. 1 Target. Beam. Creates a 9-meter beam. Lowers the target's Speed on 18-20 during Accuracy Check.)
167+
168
Type: Water
169-
(Machine) Brine (Water. Battle. AC 2. Ranged. SpAttack. 2d20. 1 Target. If the target is below 50% HP, Brine uses 5d20 for damage instead.)
169+
170
Gender: Female
171
Ability: Torrent (Last Chance: Water. When the pokemon is at or below 1/3 HP, Water type moves get a x1.5 bonus to their damage.)
172
Weight: 69.7 lbs.
173
Capabilities: Overland 1, Surface 8, Underwater 8, Jump 2, Power 3, Intelligence 4, Fountain
174
Nature: Hardy (+HP,-Attack)
175-
Level 30
175+
176-
EXP (25500/26500)
176+
HP:        (191/191)
177
HP Stat:   (18) 52
178-
Type: Water/Steel
178+
179
Defense:   (8)   8
180
SpAttack:  (4)   4
181
SpDefense: (5)   5
182
Speed:     (7)   7
183
Base Relation: HP > Defense > Speed > Attack > SpDefense > SpAttack
184
185
(Natural) Pound (Normal. At-Will. AC 2. Melee. Attack. 2d6. 1 Target.)
186-
HP:        (171/171)
186+
187-
HP Stat:   (18) 47
187+
188
189
(Natural) Aqua Ring (Water. Center. None. Self. No Damage. No Target. Coat. Covers the user in a Coat that heals the user at the beginning of each of their turns. The user is healed 1/16th of their full HP each turn.)
190
191
(Natural) Aqua Jet (Water. At-Will. AC 2. Melee. Attack. 2d6. 1 Target. Interrupt. If your foe wants to declare a Move, you instead use Aqua Jet on their turn before they can use their Move.)
192
193
(Natural) Doubleslap (Normal. EoT. AC 4. Melee. Attack. 1d10. 1 Target. Scatter. Can hit up to 5 times. Once the user misses, they cannot attempt to make another Doubleslap attack on that turn. When adding stats, only add 1/2 attack.)
194
195-
(Natural) Pound (Normal. At-Will. AC 2. Melee. Attack. 2d10. 1 Target.)
195+
(Natural) Heal Pulse (Psychic. Center. None. Self. No Damage. No Target. Burst. Creates a 2-meter Burst. Restores 50% of all Legal Targets max HP. Heal Pulse does not target the user.)
196
197
(Natural) Protect (Normal. Center. None. Self. No Damage. No Target. Interrupt. If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage or become afflicted with any status ailment this turn.)