Gym Badge (3.5e Equipment)

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Author: SisterAcacia (talk)
Date Created: 1/11/2012
Status: Complete
Editing: Clarity
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Gym Badges[edit]

Gym Badges
Price: Not for sale - must actually defeat the Gym leader
Body Slot: Slotless
Caster Level: N/A
Aura: Weak Universal Aura
Activation: --
Weight: 0.1

These show the world how awesome the bearer is, and also provide small boosts in power to their Pokémon, along with the teaching of certain moves.

Gym badges are such minor items that the wearer needn't be attuned to them - they can have a whole bunch active. The benefits for having the badges are as follows:

  • Aqua Badge: for mastery of Water Type Pokémon. Your [Water] Pokémon ignore obstructions in water, like mud, tangling seaweed, strong currents, foam, and so on, and can climb waterfalls and move through whirlpools with ease. Additionally, you can teach all of your Pokemon Bubble Beam (Su): it unleashes a Short Line effect that deals 2d6 damage, plus the Pokémon's hit dice plus Charisma Bonus, with a Reflex Save for half damage (Charisma-based). Those who fail the save have froth, foam, and bubbles obscuring their vision and are Blinded for one round. This is a [Water] effect that can be used at will.
  • Boulder Badge: for mastery of Rock Type Pokémon. All of your [Rock] Pokémon have Tremorsense out to Close Range, and gain a Burrow Speed equal to half their normal speed. Additionally, each of your Pokémon can cast Stone Shape (Sp) once per hour as a [Rock] effect.
  • Cinder Badge: for mastery of Fire Type Pokémon. All of your [Fire] Pokémon ignore all adverse weather, and provide an aura (with a radius equal to their size) of protection from environmental cold, hail, snow, and rain. Additionally, you can teach each of your Pokémon to cast Fireball (Sp) once per hour. A failed save results in all consumable items on the target being consumed by the fire. This is a [Fire] effect.
  • Dusk Badge: for mastery of Dark Type Pokémon. All of your [Dark] Pokemon are "immune" to Tremorsense, Scent, Blindsense, Blindsight and similar "You automatically lose at Stealth" type things - they are able to use Hide and Move Silently as though everyone lacked those abilities. You can also teach all of your Pokémon the Pursuit (Ex) ability: any time an opponent leaves their Threatened Square, even with a Withdraw movement or by Tumbling, they may take an Attack of Opportunity as a [Dark] effect. If it hits, it is an automatic Critical Hit.
  • Eerie Badge: for mastery of Ghost Type Pokémon. All of your [Ghost] Pokémon can see through any object they are touching or inside, so they can do ambush attacks from inside walls. Also, you can teach your Pokémon Hex (Su): with a Standard Action, it can level a Hex upon a foe it can see. The foe must pass a Will Save (Charisma-based, with a +2 racial bonus) or suffer 4 nonlethal damage per hit die. If the foe is suffering from any affliction, such as being on fire, they suffer a -3 penalty on the Saving Throw and suffer double damage on a failed Save. This can be used once per minute. This is a [Ghost] effect.
  • Ferrous Badge: for mastery of Steel Type Pokémon. All of your [Steel] Pokémon are Immune to Stunning, and you can teach all of your Pokemon Iron Head (Ex): they get a [Steel] type Slam that deals 1d8 (Medium) plus 1.5x Strength Bonus, and the foe must pass a Fort Save (Strength-based) or be Staggered for 1 round.
  • Glacier Badge: for mastery of Ice Type Pokémon. All of your [Ice] Pokemon generate sufficient frost and mist to outline all invisible foes within 30' like Glitterdust, and increases any Miss Chance they have against enemy attacks by 10%. Additionally, you can teach your Pokémon Icy Breath (Ex): once per minute, they can use a Standard Action to make a Ranged Touch Attack out to Close Range. This deals 1d6 + Hit Dice + Charisma Bonus in Cold damage, and any hit is a Critical Hit - so barring immunities to critical hits and any special critical multipliers, it always deals 2d6 + 2*(Hit Dice + Charisma Bonus). This is an [Ice] effect. In a Contest, any success of this is a huge success.
  • Hurricane Badge: for mastery of Flying Type Pokémon. All of your [Flying] Pokémon increase their Maneuverability to (Perfect). Additionally, you can teach your Pokémon Tailwind (Sp): they can cast Mass Haste once each per day as a [Flying] effect. In a Contest, using this means they automatically go first on the following turn.
  • Insect Badge: for mastery of Bug Type Pokémon. All of your [Bug] Pokémon ignore Cover for all of their attacks, except for 100% Cover (aka "On the other side of a solid wall, literally no way to attack"). Additionally, you can teach all of your Pokémon to cast Sudden Swarm (as the Warlock Invocation) as a [Bug] Spell-Like Ability once each per hour.
  • Kinesis Badge: for mastery of Psychic Type Pokémon. All of your [Psychic] Pokémon are able to read your mind and coordinate their actions to what you want, even if you are dominated into giving a different command, silenced, or are sleeping. Additionally, all of your Pokémon can cast Ego Whip (Charisma-based) once per day as a [Psychic] Spell-Like Ability.
  • Martial Badge: for mastery of Fighting Type Pokémon. All of your [Fighting] Pokemon gain Scrappy as a Bonus Feat. Additionally, you can teach all of your Pokémon Bulk-Up (Su): they may grow one size category with a Standard Action, gaining all effects of such. This lasts for a minute and cannot be used again while still in effect. This is a [Fighting] effect.
  • Plains Badge: for mastery of Ground Type Pokémon. All of your [Ground] Pokémon gain either Sand Rush, Sandstream, or Sand Veil as a Bonus Feat. Additionally, all of your Pokémon can learn Soften Earth (Sp), casting it as a [Ground] effect at will.
  • Royal Badge: for mastery of Dragon Type Pokémon. All of your [Dragon] Pokémon double their Movement Speeds and can Detect Gold and Gems out to 500 feet. Additionally, you can teach all of your Pokémon Dragon Pulse (Su): it gains a Breath Weapon that can be used once per 4 rounds, reaching into a Medium Cone. All in the area take 1d6 damage per hit die with a Reflex Save for half (Charisma-based). Those that fail the save must make a Will Save (same DC) or be Confused for 1 minute. This is a [Dragon] effect.
  • Steady Badge: for mastery of Normal Type Pokémon. All of your [Normal] Pokémon gain Mood Maker as a Bonus Feat. Additionally, you can teach all of your Pokémon Facade (Ex): with a Standard Action, it can make a Slam attack (1d8 + double Strength Bonus) which is a [Normal] effect. For each harmful status condition the user is afflicted by (such as Nausea, Fatigue, Anchoring, Confusion, Poison, Disease, [Fear] effects and so on), raise the damage die one "size" and add a +1 Enhancement Bonus to the attack and damage roll.
  • Toxin Badge: for mastery of Poison Type Pokémon. All of your [Poison] Pokémon can see through all smoke, mists, clouds, and such, and all liquids, and your Pokémon can each cast Stinking Cloud (Charisma-based) once per hour as a [Poison] Spell-Like Ability.
  • Volt Badge: for mastery of Electric Type Pokémon. All of your [Electric] Pokémon radiate light as per Ghost Lantern and can activate electrical machinery as though by Telekinesis. Additionally, you can teach all of your Pokémon Shockwave (Su): the Pokémon spends a Standard Action, and all adjacent creatures are automatically hit for 1d6 Electricity damage plus its Charisma Bonus plus its Hit Dice. This even hits Ethereal and Incorporeal creatures, and those with any amount of Cover or Concealment.

Any given Pokémon can only know one 'Badge' move at a time. Learning a new one will overwrite the existing one.


Prerequisites: Must be an actual Gym Leader
Cost to Create: 1 GP, 0 EXP, 1 hour.



Back to Main Page3.5e HomebrewEquipmentWondrous Items

AuthorSisterAcacia +
Body SlotSlotless +
CostNot for sale - must actually defeat the Gym leader +
Identifier3.5e Equipment +
RatingUndiscussed +
SummarySlightly magical badges awarded for defeating gym leaders. +
TitleGym Badge +