dnd session 10
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Well you evolve at level 16. If we take the D&D level x 5 = Pokemon level formula, then you'd evolve at level 4 and level 8 respectively. Consequently, with respect to moves, we'd likely utilize Gen 9 Scarlet/Violet moveset(or the latest Generation our species appeared in(which… fortunately for the group so far is all Gen 9). For you, Torchic gets Detect at level 12 and Sand Attack at level 15. Fennekin gets Flame Charge at 14 so that's a new move for Ashes if he wants it. Tinkatink gets Rock Throw at 10 and Rock Smash at 14 so some decisions to make there. As for me, I get Spite at 12 and Icy Wind at 16 so I might have to wait on the latter. Spite is honestly a bleh move unless it's got some interesting quirk in a D&D sense.
Now if I go to the Pokémon 5e resource, here's what each of those above moves would do
Spite: When hit with an attack, you can spend a reaction to attempt to drain the attacker’s PP, if they are in range. Force the attacker to make a WIS save against your Move DC. On a fail, roll a d4. The PP of the move that attacked you is decreased by that number. ← since enemies don't exactly utilize PP all that much, not sure how strong this move would be outside of draining the enemy of PP and being unable to utilize Pokémon moves(relying on weapons or w/e to deal damage). Yet this requires I take a hit, which is something I dont want to occur.
Flame Charge we already know for Ashes.
Sand Attack: You kick up a cloud of sand in an attempt to blind a target in range. The target must make a CON save against your Move DC. On a fail, for the remainder of the encounter, they add -1 to all of their attack rolls. This move can be stacked for a maximum of -5 to attack rolls.
Detect: You sense incoming danger and are able to quickly avoid it. When you are the recipient of the damage and/or effects of a move, you may automatically avoid the damage/effects on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful. This reaction may not be used to guard against the damage/effects that result from a natural 20 attack roll.
Rock Throw: You hurl a rock at a target in range. Make a ranged attack roll, doing 1d8 + MOVE rock damage on a hit. At Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17. ← Move bonus above applies modifier bonus, which for Rock Throw is Strength/Dexterity(its a ranged physical attack).
Rock Smash: You strike out with a rock-crushing attack that may lower a user’s defense. Make an attack roll against a creature, doing 1d6 + MOVE fighting damage on a hit. If the natural attack roll is 19 or 20, the target’s AC decreases by 1 while it remains in battle. At Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. ← Move bonus in this case is Strength.
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I'm actually doing it where its 4 pokemon levels per level up so that you still get moves in the later levels
also for extended spell it won't work on snow warning
quickened spell will let you cast a spell for an action and a bonus action on the same turn
extended spell lets you make a spell length go longer for example flamming sphere usually only last up to 1 minute with extended it would be 2 minutes
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What do they do?
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So Blaze would only get Detect, Beira would have the option of doing Spite(I'm not going to and unlikely to change my mind) and Mr.T would get Rock Throw. Ashes + Blaze will have the "option" to evolve when we hit level 4. Mr.T has to wait until level 6 and I'm relegated to waiting until I find/acquire an Ice Stone.
Figured as much on Snow Warning but figured I'd ask. My thought process on Quickened Spell was that if someone attacks me, I'd react with Ice Shard and then use Quickened Spell to fire off two spells in quick succession(hence three moves). Whether I could do that though is debatable but given I fired off Ice Shard + Ray of Frost in the last contest, I think that ought to work. I could use Twin Spell on top of that(pretty much eating my Sorcery points) and having a move hit multiple targets. Granted I'd only do either Metamagic option in a fight that matters(aka Boss fight).
TLDR: Forget learning Spite and I'll take Twin Spell + Quickened Spell. I reserve the right to change my mind in a few weeks but it's unlikely its going to happen.
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Anyways, I’ll be out of town starting Friday so if there’s anything you need from me, be sure to lmk before that or wait until I come back late Sunday/Monday. I highly recommend that you do a little side-quest for those that show up on 3/28. Maybe it can involve the Shuckle that is sick(such as finding something to heal it) or coming across our guide/Numel and getting some revenge(something that Blaze and Ashes have no qualms about doing). Could also involve going after Ashes’ lost Treasure. Just something to do while I’m away on leave.
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