Affinity (Ex) A pokemon who has access to a sorcerer bloodline gains access traits it's bloodline as two levels higher for all sorcerer spells and class abilities. Pokemon who have access to a cleric domain can use their domain powers and spells at +1 caster level. At a GM's approval, this evolution can apply to other class-based traits that are selected by the player at level 1 and cannot be changed, like witch patrons or shaman spirits.
Energy Bite or Energy Claw (Su) Choose a damage type. The pokemon’s natural attack damage deals 1d6 extra points of damage.
Energy Explosion: Choose a damage type. Once per day as a standard action, the monster can create a 20-foot-radius burst within 60 feet. This deals an amount of damage equal to 1d6 + the monster’s HD of the chosen type to all creatures in the burst. A successful Reflex save halves the damage.
Energy Infusion: Choose a damage type. Each time the monster uses a spell, spell-like ability, or supernatural ability that deals energy damage, it can choose to change the energy damage type dealt by that ability to the chosen type instead.
Lesser Breath Weapon (Su) Choose a damage type. The pokemon gains a breath weapon that fires a tiny glob of energy, inflicting 1d6 points of damage on a single target within 30 feet after making a successful touch attack. This power may be used at will, but must wait 1d4 rounds between uses. At fourth level, and every three levels thereafter, the lesser breath weapon increases its damage by +1.
- Breath Weapon (Su) Choose a damage type. This pokemon breathes a stream of energy which does 1d6 damage for every 2 levels (minimum 1). This breath weapon has a range of either 60 ft or a 10ft cone, and requires a reflex save to halve the damage. The pokemon can use this ability twice per day (although it must wait 1d4 rounds between uses). Breath weapon does not replace lesser breath weapon.
Spell-Like Abilities (Sp) Upon taking this trait, the creature gains access to a number of spell-like abilities according to it's hit die bracket. It gains access to one spell from the following list according to its hit die bracket, which become usable once per day. If the creature has more than 4 hit die and knows at least one spell from the HD bracket one step lower, those spells will be usable three times per day. If it is higher than 9 hit die, the spells that it knows from the the HD bracket two steps below its own become usable at will. This ability can be taken multiple times to learn new spell abilities from any hit die bracket it has access to.