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A roleplaying guild based on Pokemon that utilizes an in-depth game system in order to offer an experience that resembles the video games. 

Tags: Pokemon, Dungeons, Dragons, Tabletop, Dice 

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McClane
Captain

PostPosted: Sun Jan 02, 2011 7:16 pm


Breeder Advanced Class: Trader


The Trader is a talented smooth-talker. This Breeder is great at selling their pokemon for more then their worth, even though they are most likely already very well brought up. They can find the people who are
trading rare pokemon and get a great deal on a stranger’s Dragon type for your common-yet-well-raised Normal type. Some call Traders con artists, but who can deny how amazing that Ratata looks? It’s easily worth a Munchlax.

Prerequisites

Breeder, Traded at least 2 Pokemon with NPC's

Bonuses

+1 CHA

Initial Features

Egg Trading: Trader Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere in a City or Town.
Effect: Your CHA modifier halved is X. Roll 1d20. Offer a Pokemon in a populated area and the GM will offer, through an NPC, a pokemon of the GM’s decision, move set, gender, stats, etc. If your roll added to X exceeds 15 you can chose an Egg Group and the pokemon will be from that Egg Group. You may turn down the GM’s offer.

Gender Trading: Trader Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere in a City or Town.
Effect: Your CHA modifier is X. Roll 1d20. Offer a Pokemon in a populated area and the GM will offer, through an NPC, a pokemon of the GM’s decision of move set, stats, etc. If your roll added to X exceeds 15, the pokemon will be the same species of pokemon as your offer, of the gender of your choice. You may turn down the GM’s offer.

Trainer Features

Confidence Trick: Trader Feature
Prerequisites: Trader, 19 CHA
Daily
Target: An NPC who is trying to trade with you.
Effect: After using a Trader Feature that spawns trading NPCs and after rolling your 1d20, but before the GM tells you information about the NPC’s pokemon add your CHA modifier doubled to your roll. The GM must scale the pokemon they offer appropriately and Confidence Trick’s user must trade with the NPC. You may not turn down the GM’s offer.

Habitat Trading: Trader Feature
Prerequisites: Trader
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere in a City or Town.
Effect: Your CHA modifier is X. Roll 1d20. Offer a Pokemon in a populated area and the GM will offer, through an NPC, a pokemon of the GM’s decision, move set, gender, stats, etc. If your roll added to X exceeds 15 you can chose a Habitat and that pokemon will have come from the Habitat named. You may turn down the GM’s offer.

Level Trading: Trader Feature
Prerequisites: Trader, 20 CHA
Daily
Target: Anywhere in a City or Town.
Effect: Your CHA modifier halved is X. Roll 1d20. Offer a Pokemon in a populated area and the GM will offer, through an NPC, a pokemon of the GM’s decision, move set, gender, stats, etc. If your roll added to X exceeds 15, roll 1d4 and call the result of the 1d4 roll Y. The pokemon will be at least Y levels higher then the
pokemon you offer. You may turn down the GM’s offer.

Nature Trading: Trader Feature
Prerequisites: Trader, 17 CHA
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere in a City or Town.
Effect: Your CHA modifier halved is X. Roll 1d20. Offer a Pokemon in a populated area and the GM will offer, through an NPC, a pokemon of the GM’s decision, move set, gender, stats, etc. If your roll added to X exceeds 15 you can chose a Nature and the pokemon will have that Nature. You may turn down the GM’s offer.

Sleazy Deal: Trader Feature
Prerequisites: Trader, 19 CHA
Daily
Target: An NPC you are trading with.
Effect: Roll 1d20 and add your CHA modifier. On a result of 20 or above, you may exchange the pokemon you are offering for another one of the same species, as long as the switched in pokemon isn’t replacing a shiny or specially trained pokemon and the NPC will treat the offer as if the exchange never happened. They will be just as pleased with the replacement as they were with the original. Before using this Feature, you may sell your pokemon on the basis of its moveset, level, or nature, even if its eventual replacement has none of the same traits.

Stage Trading: Trader Feature
Prerequisites: Trader, 16 CHA
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere in a City or Town.
Effect: Your CHA modifier halved is X. Roll 1d20. Offer a Pokemon in a populated area and the GM will offer, through an NPC, a pokemon of the GM’s decision, move set, gender, stats, etc. If your roll added to X exceeds 15 the pokemon will be a higher evolutionary stage then the pokemon you offered if it's possible. You may turn down the GM’s offer.

Type Trading: Trader Feature
Prerequisites: Trader, 16 CHA
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere in a City or Town.
Effect: Your CHA modifier is X. Roll 1d20. Offer a Pokemon in a populated area and the GM will offer, through an NPC, a pokemon of the GM’s decision, move set, gender, stats, etc. If your roll added to X exceeds 15 you can chose an Elemental Type and the pokemon will have that Elemental Type. You may turn down the GM’s offer.

Stacked Trading: Trader Feature
Prerequisites: Trader, 15 CHA
At-Will
Target: Trader Features.
Effect: You may simultaneously use up to two Trader Features, which spawn trading NPCs.

Stacked Trading +: Trader Feature
Prerequisites: Trader, Stacked Trading
At-Will
Target: Trader Features.
Effect: You may simultaneously use up to three Trader Features, which spawn trading NPCs. This Feature replaces Stacked Trading.

Stacked Trading ++: Trader Feature
Prerequisites: Trader, Stacked Trading +
At-Will
Target: Trader Features.
Effect: You may simultaneously use as many Trader Features that you can, which spawn trading NPCs. This Feature replaces Stacked Trading +.
PostPosted: Sun Jan 02, 2011 8:29 pm


Trainer Class: Capture Specialist


The capture specialist is a talented mechanic. They intimately know the technology implemented in any type of Poke Ball and can improve their capture rates with a small bit of tweaking. Even after a wild pokemon breaks out of a poke ball after a failed attempt at capture, a Capture Specialist can quickly rebuild a poke ball with very little effort or expense. A Capture Specialist’s natural and one true calling is finding every wild and adding them to his or her collection. The mastery of pokeball knowledge makes it easier for a Capture
Specialist to catch them all.

Prerequisites

13 DEX, 13 INT, Poke Ball Tool Box (2,500 )

Bonuses

+1 DEX, +1 INT, -2 CON

Advanced Classes

Apricorn Smith, Artificer, Collector, Engineer, Maniac, Poké Ball Designer

Initial Features

Capture Point: Capture Specialist Feature
Static
Trigger: You throw a Poke Ball.
Effect: Subtract either half of your DEX modifier or half of your INT modifier from your d100 rolls when throwing any Poke Ball.

Poke Ball Repair: Capture Specialist Feature
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any Poke Ball that has failed to capture a pokemon and broke.
Effect: Roll d20 and add your DEX and INT modifiers to the roll. If the total exceeds 15, the Poke Ball is fixed and is treated as if it had not broken.

Trainer Features

Ball Buyer: Capture Specialist Feature
Prerequisites: Capture Specialist, spent a total of 8500 on any Poke Balls
Static
Effect: You may buy basic Poke Balls at 75% off at any Poke Mart. If they are more then 150 after the discount, you still only need to pay 150 .

Catch Combo: Capture Specialist Feature
Prerequisites: Capture Specialist, has captured 10 pokemon
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: You throw a Poke Ball on the turn after you’ve captured a pokemon.
Effect: Use your Capture Point Feature twice when rolling 1d100 during the capture check. If you have
Capture Point +, Capture Point X or Capture Point Max, use that Feature twice instead.

Bean Ball: Capture Specialist Feature
Prerequisites: Capture Specialist, Curve Ball, 19 DEX
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Trigger: You throw a Poke Ball.
Effect: You may deal X damage to the target you are throwing a Poke Ball at where X is your DEX modifier doubled. The target’s Defense or Special Defense cannot reduce this damage.

Curve Ball: Capture Specialist Feature
Prerequisites: Capture Specialist, 16 DEX
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Trigger: You throw a Poke Ball.
Effect: You may deal X damage to the target you are throwing a Poke Ball at where X is your DEX modifier. The target’s Defense or Special Defense cannot reduce this damage.

Capture Point Max: Capture Specialist Feature
Prerequisites: Capture Specialist, Capture Point X
Static
Trigger: You throw a Poke Ball.
Effect: Subtract half of your DEX modifier and your INT modifier from your d100 roll when throwing any Poke Ball. This Feature replaces Capture Point X.

Capture Point X: Capture Specialist Feature
Prerequisites: Capture Specialist, Capture Point +
Static
Trigger: You throw a Poke Ball.
Effect: Subtract half of your DEX modifier or half of your INT modifier and then subtract your DEX modifier or your INT modifier from your d100 rolls when throwing any Poke Ball. When picking which modifiers to subtract, you must pick the opposite modifier of the modifier you picked first (If you picked half of DEX, you must pick INT; if you picked half of INT, you must pick DEX). This Feature replaces Capture Point +.

Capture Point +: Capture Specialist Feature
Prerequisites: Capture Specialist, 15 INT, 15 DEX
Static
Trigger: You throw a Poke Ball.
Effect: Subtract both half of your DEX modifier and half of your INT modifier from your d100 rolls when throwing any Poke Ball. This Feature replaces Capture Point.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 8:36 pm


Capture Specialist Advanced Class: Apricorn Smith


Capture Specialists all know the origin of the Poke Ball. Apricorns are fruit with reflective skins that served as the first modern Poke Balls. An Apricorn Smith utilizes his knowledge to make various Poke Balls at a much cheaper price then a Poke Mart would offer. With the access to all of the self made Poke Balls a Smith does, it’s much easier to catch many pokemon.

Prerequisites

Capture Specialist, Apricorn Tool Box Add-on (3,000)

Bonuses

+1 INT

Initial Features

Apricorn Ball: Apricorn Smith Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Any Apricorn
Effect: Roll 1d20, if your INT and DEX modifiers added to your roll exceeds 15 you may change any Apricorn into a basic Poke Ball.

Ball Smith A: Apricorn Smith Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: White, Green or Yellow Apricorn
Effect: Roll 1d20, if your INT and DEX modifiers added to your roll exceeds 15 you may change a White Apricorn into a Fast Ball, a Green Apricorn into a Friend Ball or a Yellow Apricorn into a Moon Ball.

Trainer Features

Apricorn Shift: Apricorn Smith Feature
Prerequisites: Apricorn Smith
Daily
Target: Apricorns.
Effect: Change the properties and name of any 2 Apricorns into a specific Apricorn of your choice by
combining the two Apricorns into one.

Ball Smith B: Apricorn Smith Feature
Prerequisites: Apricorn Smith, successfully used Ball Smith A 2 times
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Red, Blue, Black or Pink Apricorn
Effect: Roll 1d20, if your INT and DEX modifiers added to your roll exceeds 15 you may change a Red
Apricorn into a Level Ball, a Blue Apricorn into a Lure Ball, a Black Apricorn into a Heavy Ball or a Pink Apricorn into a Love Ball.

Ball Smith Y: Apricorn Smith Feature
Prerequisites: Apricorn Smith
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: White, Green or Yellow Apricorn
Effect: Roll 1d20, if your INT and DEX modifiers added to your roll exceeds 15 you may change a White
Apricorn into a Dive Ball, a Green Apricorn into a Dusk Ball or a Yellow Apricorn into a Quick Ball.

Ball Smith Z: Apricorn Smith Feature
Prerequisites: Apricorn Smith, Ball Smith B
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Red, Blue, Black or Pink Apricorn
Effect: Roll 1d20, if your INT and DEX modifiers added to your roll exceeds 15 you may change a Red
Apricorn into a Repeat Ball, a Blue Apricorn into a Net Ball, a Black Apricorn into a Timer Ball or a Pink Apricorn into a Heal Ball.

Berry Morph: Apricorn Smith Feature
Prerequisites: Apricorn Smith, Planter
Daily
Target: Berry
Effect: Change the properties and name of any Berry into a specific Apricorn. To determine the Apricorn’s color, choose four different Apricorn colors and assign them to the numbers 1 through 4 and roll 1d4 to
determine what the Berry is changed into.

Berry Shift: Apricorn Smith Feature
Prerequisites: Apricorn Smith, Berry Morph, 18 WIS
Daily
Target: Berries.
Effect: Change the properties and name of any 3 Berries of the same tier into a random Berry from the next highest tier or any 3 Berries of the same tier into a specific Berry from the same tier or lower by combining the three berries into one. To determine the tier of Berries, refer to the following chart. When combining three to make a random berry, the GM will determine the Berry made.
1st Tier: Cheri, Chesto, Pecha, Rawst, Aspear, Leppa, Oran, Persim, Lum, Sitrus, Figy, Wiki, Mago, Aguav, Iapapa, Razz, Occa, Passho, Wacan, Rindo, Yache, Chople, Kebia, Shuca, Coba, Payapa, Tanga, Charti, Kasib, Haban, Coulbur, Babiri, Chilan
2nd Tier: Bluk, Nanab, Wepear, Pinap, Pomeg, Kelpsy, Qualot, Hondeew, Grepa, Tamato,
Cornn, Magost, Rabuta, Nomel, Spelon, Pamtre,
3rd Tier: Watmel, Durin, Belue, Liechi, Ganlon, Salac, Petava, Apicot, Lansat, Starf,
Enig
ma, Micle, Cutsap, Jaboca, Rowap

Moon Ball Mod: Apricorn Smith Feature
Prerequisites: Apricorn Smith
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Moon Ball
Effect: Roll 1d20, if your INT and DEX modifiers added to your roll exceeds 15 you may change the Moon Ball into a Fire Ball, Water Ball, Thunder Ball, Leaf Ball, Sun Ball, Shiny Ball, Dusk Ball or Dawn Ball. The properties of these unique balls are identical to the Moon Ball, but when reading the Moon Ball’s properties, replace all instances of the word “Moon” with whatever Poke Ball’s name you pick.

Net Ball Mod: Apricorn Smith Feature
Prerequisites: Apricorn Smith
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Moon Ball
Effect: Roll 1d20, if your INT and DEX modifiers added to your roll exceeds 15 you may change the Net Ball into a Earth Ball, Haunt Ball, Solid Ball, Heat Ball, Mystic Ball, Air Ball or Mold Ball. The properties of these unique balls are identical to the Net Ball, but instead of Bug and Water types like the Net Ball The following Poke Balls correspond to the following types. Earth Ball, Grass and Ground; Haunt Ball, Dark and Ghost; Solid Ball, Rock and Steel; Heat Ball, Electric and Fire; Mystic Ball, Dragon and Psychic; Air Ball, Flying and Ice; Mold Ball, Poison and Fighting

Planter: Apricorn Smith Feature
Prerequisites: Apricorn Smith, Planter Add-On (1250 )
Daily
Target: Berry
Effect: Plant a Berry into the Planter Extension, roll 1d4 and add 3. The berry plant will produce Berries in that many days. Once ready to pick, roll 1d4 to determine how many Berries grow. You may not plant Berries in the planter when another Berry is already growing.

Save Ball: Apricorn Smith Feature
Prerequisites: Apricorn Smith, 20 WIS
Daily
Target: A felled wild pokemon
Effect: Combine a White Apricorn, Red Apricorn, Blue Apricorn, Black Apricorn, Pink Apricorn, Green Apricron and a Yellow Apricorn to make a Save Ball. A Save Ball can capture a pokemon was felled on the last turn of an encounter. It has no Capture Rate bonuses or penalties. If this pokeball is used to capture a felled pokemon, it is considered legal.
PostPosted: Sun Jan 02, 2011 8:41 pm


Capture Specialist Advanced Class: Artificer


The Artificer is an inventive Capture Specialist who creates items for pokemon to hold, or use in battle. They ensure their pokemon an extra boost in power, or a special consumable that can heal pokemon in different situations. From vision improving goggles to bands which increase experience gain, the Artificer can make it all to help catch it all.

Prerequisites

Capture Specialist, 17 DEX

Bonuses

+1 DEX

Initial Features

Type Boosters: Artificer Feature
At-Will
Target: Items
Effect: You create a Hold Item that improves the power of any single Type of your choice. Name the item whatever you’d like. It adds up to 1d10 to your chosen Type attacks when held by a pokemon. The item
creation costs 1100.

Effect Orbs: Artificer Feature
At-Will
Target: Items
Effect: You create a Hold Item that inflicts a Status effect on the holder. Name the item whatever you’d like. On the beginning of each turn, the item’s holder is inflicted with Frozen, Paralyzed, Asleep, Burned, or
Poisoned. Whichever Status effect you chose, the item creation costs 1000.

Trainer Features

Focus Belts: Artificer Feature
Prerequisites: Artificer
At-Will
Target: Items
Effect: Create a Focus Sash or Focus Belt. Name the item whatever you’d like. The item creation costs 1750 .

Flute Smith: Artificer Feature
Prerequisites: Artificer
At-Will
Target: Items
Effect: Create a flute that has the same properties as the Blue Flute, the Yellow flute or the Red Flute. Name the item whatever you’d like. The item creation costs 550 .

Flute Smith +: Artificer Feature
Prerequisites: Artificer, Flute Smith
At-Will
Target: Items
Effect: Create a flute that has the same properties as the Black Flute, the White flute or the Poke Flute. Name the item whatever you’d like. The item creation costs 1350 .

Incense Maker: Artificer Feature
Prerequisites: Artificer, 15 WIS
At-Will
Target: Items.
Effect: Name a single species of pokemon. Create a Hold Item that makes it so the holder needs -1 to hit Accuracy Check or that makes it so when targeted, the targeter must roll +1 to hit during Accuracy Check. The Hold Item’s effect only activates when held by the named pokemon species or any pokemon in its
evolution family. Whenever the holder hits with an exact roll during Accuracy Check or dodges an attack by 1, roll 1d20; on a result of 13 or less, the Held Item breaks. Name the Item whatever you’d like. It costs 610 to use the Incense Maker Feature.

Keepsake Builder: Artificer Feature
Prerequisites: Artificer, evolved a pokemon that used a held item to evolve
At-Will
Target: Items.
Effect: Create an Item that does nothing in battle, but it can serve as a replacement for a pokemon’s
requirement to evolve if they would need a held item. The item can be named whatever you’d like. Like all other held items that influence evolution, the item disappears after the pokemon evolves. It costs 500 to use the Keepsake Builder Feature.

Lucky Bracers: Artificer Feature
Prerequisites: Artificer, 18 WIS
At-Will
Target: Items.
Effect: Name a single species of pokemon. Create a Hold Item that makes it so the holder Critical Hits on
18-20 during Accuracy Check. The Hold Item’s effect only activates when held by the named pokemon
species or any pokemon in its evolution family. Whenever the holder Critical Hits, roll 1d20; on a result of 13 or less, the Held Item breaks. Name the Item whatever you’d like. It costs 1300 to use the Lucky Bracers Feature.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 8:52 pm


Capture Specialist Advanced Class: Collector


The Collector needs to catch them all. This Capture Specialist doesn’t dream of the Pokemon League or any spotlight on stage, they have a list of pokemon that exist and they need to capture every single one. They utilize their desire to capture everything to improve their rate of capture but even after they’ve checked a monster off their list, they can’t stop until they have each and every different species.

Prerequisites

Capture Specialist, 15 Different Pokemon Cataloged in Pokedex

Bonuses

+1 DEX

Initial Features

Uncollected Prey: Collector Feature
Static
Trigger: You throw any Poke Ball at a pokemon you’ve never owned before.
Effect: When you roll d100 to try and capture a pokemon, subtract either your DEX modifier or your INT modifier from your roll.

Gotta Catch’em All: Collector Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A wild pokemon.
Effect: For every 25 different pokemon you have owned, you may subtract 10 from your d100 capture roll.

Trainer Features

Checklist: Collector Feature
Prerequisites: Collector, 35 Different Pokemon Cataloged in Pokedex
Daily
Trigger: You enter a wild encounter.
Effect: Roll 1d100 and add subtract your INT modifier and your DEX modifier. If the result is less then 25, a pokemon your party has never encountered appears in the encounter.

Completionist: Collector Feature
Prerequisites: Collector, collected 20 different pokemon
Static
Effect: From now on, every 8 different pokemon you collect will gain you a trainer level, instead of gaining a level every 10 different pokemon.

Learning Curve: Collector Feature
Prerequisites: Collector
Daily
Trigger: You make a roll that uses your INT modifier.
Effect: You may add X to your INT modifier for the next five minutes. X is the total of different Pokemon cataloged in your Pokedex divided by 10.

Multi Ball: Collector Feature
Prerequisites: Collector, 17 DEX
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Trigger: You throw a Poke Ball.
Effect: You may throw any one additional Poke Ball on the same turn. You must target a different Pokemon with the extra throw.

Nature Collector: Collector Feature
Prerequisites: Collector, own 20 pokemon who have 20 different Natures
Static
Trigger: You enter a wild encounter.
Effect: Roll 1d20 and add your INT modifier. If the total exceeds 15, choose a Nature. At least one of the pokemon in the encounter will have that Nature.

Sorry, I Don’t Have That Yet: Collector Feature
Prerequisites: Collector, 15 DEX
Daily
Trigger: Another trainer throws any Poke Ball at a wild pokemon you do not own.
Effect: Immediately throw any Poke Ball at the same target and roll your capture roll first. If your Poke Ball fails to capture the target, the other trainer then rolls their capture roll. If you do capture the pokemon, the other trainer’s Poke Ball is unused.

Type Collector: Collector Feature
Prerequisites: Collector, own pokemon who have each Elemental Type
Static
Trigger: You enter a wild encounter.
Effect: Roll 1d20 and add your INT modifier. If the total exceeds 15, choose n Elemental Type. At least one of the pokemon in the encounter will have that Elemental Type. If that isn’t possible for your GM, they must inform you so you may choose another Elemental Type.

Uncollected Game: Collector Feature
Prerequisites: Collector, 20 DEX
Static
Trigger: You throw any Poke Ball at a pokemon you’ve never owned before.
Effect: When you roll d100 to try and capture a pokemon, subtract the product of your INT modifier and your DEX modifier. This Feature replaces Uncollected Quarry.

Uncollected Quarry: Collector Feature
Prerequisites: Collector, 16 DEX
Static
Trigger: You throw any Poke Ball at a pokemon you’ve never owned before.
Effect: When you roll d100 to try and capture a pokemon, subtract either your DEX modifier or your INT modifier from your roll. Then subtract half of your DEX modifier or half of your INT modifier. When
picking which modifiers to add, you must pick the opposite modifier of the modifier you picked first (If you picked half of DEX, you must pick INT; if you picked half of INT, you must pick DEX). This Feature replaces Uncollected Prey.

You’re Mine!: Collector Feature
Prerequisites: Collector, 15 DEX
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Target: A wild pokemon you’ve never owned before.
Effect: Mark the target as your Quarry. When throwing a Poke Ball at your Quarry, subtract your DEX
modifer from your capture rolls.
PostPosted: Sun Jan 02, 2011 10:17 pm


Capture Specialist Advanced Class: Engineer


An Engineer expands their technological ability to machinery larger then a Poke Ball. They create their own equipment to better help them through the world. They can modify the Pokedex, improve PC abilities and even create vehicles. It is through the Engineer that technological advances are made. The inventors of the Pokemon world need to find ideas somewhere, while traveling the world many new machines can easily come to mind.

Prerequisites

Capture Specialist, Mech Arm (10,000 ), 16 INT

Bonuses

+1 INT

Initial Features

Pokedex Modifications: Engineer Feature
At-Will
Target: Pokedex
Effect: You may alter the pokedex Radar to work at a greater range. You may alter that value from anywhere between a 5m radius to a 50m radius. The pokedex can also identify how many wilds the radar detects and which direction they are.

Mech Arm: Engineer Feature
Static
Target: Arm
Effect: You now have a mechanical arm you can wear over either your right or left arm. Add 2 points to your Strength stat. The Mech Arm has extending poles that can support the Arm’s weight when you are getting tired. The arm weighs 40 pounds.

Trainer Features

Sharp Arm: Engineer Feature
Prerequisites: Engineer, Blade Attachment (560 )
Static
Target: Mech Arm
Effect: Your Mech Arm now has an extendable blade.

Slash: Engineer Feature
Prerequisites: Engineer, Sharp Arm, a pokemon who knows Slash
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: A trainer or pokemon
Effect: Use the Move Slash.

Vehicle Builder: Engineer Feature
Prerequisites: Engineer, 5 Engineer Features
At-Will
Target: Items.
Effect: You may build a vehicle. The crew member in charge of the squad will determine how quickly you make the vehicle. Name the vehicle whatever you’d like. Build it to look like whatever you’d like. The following is a list of options that you will consider in the vehicle's production. Consult a crew member for the prices of these options.
Power Source: Man/Pokemon, Gas, Electric
Passenger Count: 1, 2, 3, 4, Over 4
Vehicle Size: 1-2.9 square meters, 3-5.9 square meters, 6-10 square meters
Vehicle Type: Land, Water, Underground, Sky
For Vehicle Type, you may combine the prices to combine the capabilities and have any combination of the Vehicle Types.
For the vehicle’s HP, pay 1 for every 1 HP you’d like it to have. Your vehicle cannot have more then 4,500 HP.
It is up to you and the crew member in charge of the squad to determine when your vehicle is out of power based on what your final product is.

Cut: Engineer Feature
Prerequisites: Engineer, Sharp Arm, a pokemon who knows Cut
At-Will
Target: A trainer or pokemon
Effect: Use the Cut.

Hacker: Engineer Feature
Prerequisites: Engineer, 20 INT
Static
Effect: You can access any information on any computer and make the computer do whatever you want, as long as the computer is capable of the thing you want it to do.

Mega Punch: Engineer Feature
Prerequisites: Engineer, a pokemon who knows Mega Punch
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: A trainer or pokemon
Effect: Use the Move Mega Punch.

Poke Ball Arm Cannon: Engineer Feature
Prerequisites: Engineer, Launcher Attachment (800 )
Static
Target: Mech Arm
Effect: Your Mech Arm can now fire Poke Balls, to send out your own or capture wilds. When firing any Poke Ball at a wild, add 12 to the Poke Ball’s capture rate. Also the Poke Ball deals 1d8 damage to the wild that
cannot be reduced.

Raft Arm: Engineer Feature
Prerequisites: Engineer, Buoy-Propeller Attachment (800 )
Static
Target: Mech Arm
Effect: Your Mech Arm is now buoyant and has a compartment that reveals a propeller. In water, you can move 3 meters per second.

Rock Smash: Engineer Feature
Prerequisites: Engineer, a pokemon who knows Rock Smash
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: A trainer or pokemon
Effect: Use the Move Rock Smash.
Rock Throw: Engineer Feature
Prerequisites: Engineer, a pokemon who knows Rock Throw
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: A trainer or pokemon
Effect: Use the Move Rock Throw.

Scanner: Engineer Feature
Prerequisites: Engineer, Scouter Attachment (2300 )
Static
Target: Any pokemon.
Effect: You can see a percentage when you look at a pokemon that represents how much of its total HP it has remaining.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 10:44 pm


Capture Specialist Advanced Class: Maniac


A Maniac is a fanatic Capture Specialist. They care little for what they are capturing as long as they are capturing everything they encounter. Each time they capture a pokemon they’ve captured before it becomes a little easier next time. A Maniac has no final plan; they just intend to capture everything they meet. Forever.

Prerequisites

Capture Specialist, has captured 2 of the Same Pokemon

Bonuses

+1 DEX

Initial Features

Manic Obsession: Maniac Feature
Static
Trigger: You throw any Poke Ball at a pokemon you’ve captured before.
Effect: When you roll d100 to try and capture a pokemon, subtract your 2 from your roll for each time you’ve captured that pokemon before. Evolution does not count as capture, only captures made in the wild count towards this capture rate bonus.

Obsessive Compulsive: Maniac Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: You throw a Poke Ball that fails to capture the target.
Effect: Throw any additional Poke Ball immediately. You may not throw the same Poke Ball that failed on the same turn, even if it was repaired.

Trainer Features

Come Back!: Maniac Feature
Prerequisites: Maniac, 17 DEX
Static
Trigger: A wild pokemon successfully flees.
Effect: You may throw any one last Poke Ball at the fleeing wild pokemon before it is removed from the encounter.

Cosplay Disguise: Maniac Feature
Prerequisites: Maniac, 16 INT (400 )
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: Self.
Effect: You disguise yourself as a pokemon and may approach a wild without alerting it to your attention Xm. X is your DEX modifer. The pokemon you approach is not instantly provoked but may be startled. You may attempt to befriend the Wild as long as you don’t provoke it.

Creepy Obsession: Maniac Feature
Prerequisites: Maniac, has captured 5 of the same pokemon, Hyper Obsession
Static
Trigger: You throw any Poke Ball at a pokemon you’ve captured before.
Effect: When you roll d100 to try and capture a pokemon, subtract your 6 from your roll for each time you’ve captured that pokemon before. Evolution does not count as capture, only captures made in the wild count towards this capture rate bonus. This Feature replaces Hyper Obsession.

Hyper Obsession: Maniac Feature
Prerequisites: Maniac, has captured 4 of the same pokemon
Static
Trigger: You throw any Poke Ball at a pokemon you’ve captured before.
Effect: When you roll d100 to try and capture a pokemon, subtract your 3 from your roll for each time you’ve captured that pokemon before. Evolution does not count as capture, only captures made in the wild count towards this capture rate bonus. This Feature replaces Manic Obsession.

Manic Justification: Maniac Feature
Prerequisites: Maniac, caught any 20 pokemon
Static
Effect: From now on, every 10 pokemon you capture will gain you a trainer level, no matter how many times you’ve captured a specific species before.

Multi Ball: Maniac Feature
Prerequisites: Maniac, 17 DEX
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Trigger: You throw a Poke Ball.
Effect: You may throw any one additional Poke Ball on the same turn. You must target a different Pokemon with the extra throw.

Next One! Or Else!: Maniac Feature
Prerequisites: Maniac, 16 INT
Static
Trigger: A wild pokemon successfully flees or is felled after you threw a Poke Ball at it.
Effect: During the next wild encounter, subtract 3 from all of your rolls when throwing Poke Balls. If you fail to capture a pokemon after throwing a Poke Ball in that encounter, during the next encounter subtract 3 more during the following encounter. Continue subtract an additional 3 for each consecutive wild encounter you throw a Poke Ball but fail to capture a pokemon.

No, It’s Mine!: Maniac Feature
Prerequisites: Maniac, 15 DEX
Daily
Trigger: Another trainer throws any Poke Ball at a wild pokemon you already own.
Effect: Immediately throw any Poke Ball at the same target and roll your capture roll first. If your Poke Ball fails to capture the target, the other trainer then rolls their capture roll. If you do capture the pokemon, the other trainer’s Poke Ball is unused.

Pokebots: Maniac Feature
Prerequisites: Maniac, 16 INT (500 )
Static
Effect: You make a small remote controlled pokemon robot, .5m tall, of any species of your choice, which can move 5m per turn and can hold 1 Poke Ball at a time and toss that Poke Ball 2m. You may move the remote controlled robot as a free action. Making it toss a Poke Ball takes up your turn.

You’re Mine! Again!: Maniac Feature
Prerequisites: Maniac, 15 DEX
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Target: A wild pokemon who shares a species with one you’ve captured before.
Effect: Mark the target as your Quarry. When throwing a Poke Ball at your Quarry, subtract your DEX
modifer from your capture rolls.
PostPosted: Sun Jan 02, 2011 10:54 pm


Capture Specialist Advanced Class: Pokeball Designer


A capture Specialist sometimes focuses on the technology aspect of their profession. A Poke Ball Designer is an inventor who comes up with his or her own original Poke Ball designs and properties. While stores may not be too excited to purchase unofficial designs for their own sale, you can get the last laugh as your new Poke Balls capture everything you want.

Prerequisites

Capture Specialist, Upgraded Poke Ball Tool Box (7,500 )

Bonuses

+1 INT

Initial Features

Poke Ball Design: Poke Ball Designer Feature
At-Will
Target: Upgraded Poke Ball Tool Box
Effect: Create a Poke Ball, a Great Ball or an Ultra Ball. Pokeball creation costs 450 , Great Ball creation costs 600 , Ultra Ball creation costs 900 . When creating or modifying any Poke Ball, call the creations whatever you’d like.

Time Design: Poke Ball Designer Feature
At-Will
Target: Poke Ball, Great Ball or Ultra Ball
Effect: Add one of the following keywords to the targeted Poke Ball for 300 : Morning, Day, Dusk or Night. If the modified Poke Ball is used during the time of day that corresponds with the keyword added, it adds 5 to the capture rate of the Poke Ball.

Trainer Features

Stage Design: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer, has captured an evolved pokemon
At-Will
Target: Poke Ball, Great Ball or Ultra Ball
Effect: Add one of the following keywords to the targeted Poke Ball for 775 : Basic, Evolved or Final. If the modified Poke Ball is used on a target, that is an unevolved pokemon and the keyword is Basic; the target has evolved once and the keyword is Evolved; or the target has evolved twice and the keyword is Final, it adds 10 to the capture rate of the Poke Ball.

Tutor Design: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer
At-Will
Target: Poke Ball, Great Ball or Ultra Ball
Effect: Add the Tutor keyword to the target for 900 . When the modified Poke Ball captures a target, roll 1d20. On a result of 15 or better, choose a TM that the caught pokemon can learn and add it to their Move list. You may only target a single Poke Ball with Tutor Design once. You may use it on multiple Poke Balls, however.

Type Design A: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer
At-Will
Target: Poke Ball, Great Ball or Ultra Ball
Effect: Add one of the following keywords to the targeted Poke Ball for 525 : Normal, Fighting, Flying,
Poison, Ground, Rock, Bug, Ghost or Steel. If the modified Poke Ball is used on a target that corresponds with Elemental Type added, it adds 5 to the capture rate of the Poke Ball.

Type Design S: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer
At-Will
Target: Poke Ball, Great Ball or Ultra Ball
Effect: Add one of the following keywords to the targeted Poke Ball for 525 : Fire, Water, Grass, Electric,
Psychic, Ice, Dragon or Dark. If the modified Poke Ball is used on a target that corresponds with Elemental Type added, it adds 5 to the capture rate of the Poke Ball.

Gender Design: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer
At-Will
Target: Poke Ball, Great Ball or Ultra Ball
Effect: Add one of the following keywords to the targeted Poke Ball for 50 : Neutral, Male or Female. If the modified Poke Ball is used on a target whose gender corresponds with the keyword it adds 3 to the capture rate of the Poke Ball.

Habitat Design: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer
At-Will
Target: Poke Ball, Great Ball or Ultra Ball
Effect: Add one of the following keywords to the targeted Poke Ball for 700 : Arctic, Mountain, Ocean,
Desert, Grassland, Rainforest, Forest, Tundra, Taiga, Marsh, Beach, Freshwater, Urban or Cave. If the modified Poke Ball is used on a target in a locale that corresponds with the keyword, it adds 6 to the capture rate of the Poke Ball.

Nature Design: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer
At-Will
Target: Poke Ball, Great Ball or Ultra Ball
Effect: Add a Nature as a keyword to the targeted Poke Ball for 760 . If the modified Poke Ball is used on a target successfully, roll 1d20. On a result of 13 or better, the captured wild’s Nature becomes the Nature of your choice that was attached to the Poke Ball. You may only target any Poke Ball with Nature Design once.

Quick Fix: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer, Stacked Tweaking
Static
Effect: You may use up to three Poke Ball Designer Features with the word Design in their name in one Trainer Action.

Rise Design: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer, has captured a pokemon that evolved twice
At-Will
Target: Poke Ball, Great Ball or Ultra Ball
Effect: Add the Rise keyword to the target for 1250 . When the modified Poke Ball captures a target, roll 1d20. On a result of 16 or better, the captured pokemon is raised 1d4 levels upon capture. You may add the Rise keyword to any Poke Ball up to two times.

Stacked Tweaking: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer, 6 Poke Ball Designer Features
Static
Effect: You may add more then one keyword to any Poke Ball with Poke Ball Designer Features.

McClane
Captain


McClane
Captain

PostPosted: Mon Jan 03, 2011 11:11 am


Trainer Class: Martial Artist


Some trainers physically exceed some pokemon in hand-to-hand combat. Their mastery of the Martial Artist is unparalleled by the untrained, random attempts of assault performed by any other trainer. They can take out other trainers with little effort, and their pokemon benefit from their exploits as well. The Martial Artist has a natural affinity for the Fighting, Steel, Rock and Ground types of pokemon and can better train them to use their attack to their full potential.

Prerequisites

13 STR, 13 DEX

Bonuses

+1 STR, +1 DEX, -2 INT

Advanced Classes

Aura User, Black Belt, Juggler, Message Therapist, Ninja, Weapons Master

Initial Features

Improved Combat: Martial Artist Feature
At-Will
Trigger: You hit a foe with an attack.
Effect: Add your STR and DEX modifiers to the damage you deal as a Trainer.

Improved Endurance: Martial Artist Feature
Static
Target: Your HP value.
Effect: Add your STR and DEX modifiers and multiply the total by 5 HP. Add this to your HP total.

Trainer Features

Pound: Martial Artist Feature
Prerequisites: Martial Artist
Daily – Every 2 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Pound. Use your STR modifier as your ATK stat.

Strong Guy: Martial Artist Feature
Prerequisites: Martial Artist, 15 STR
Static
Effect: Whenever you make a Strength check, add 5 to your roll.

Tough Skin: Martial Artist Feature
Prerequisites: Martial Artist, 13 CON
Static
Effect: When you take damage, from any source, reduce the damage by your STR modifier unless the damage source specifically says it cannot be reduced.

Arm Thrust: Martial Artist Feature
Prerequisites: Martial Artist, a pokemon who knows Arm Thrust
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Arm Thrust. Use your STR modifier as your ATK stat.

Body Focus: Martial Artist Feature
Prerequisites: Martial Artist
Daily
Target: Pokemon or Trainers.
Effect: Recover HP as if you had taken an extended rest. You do not gain any of the other benefits of an
extended rest.

Dizzy Punch: Martial Artist Feature
Prerequisites: Martial Artist, has suffered a Dizzy Punch attack
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Dizzy Punch. Use your STR modifier as your ATK stat.

Double Kick: Martial Artist Feature
Prerequisites: Martial Artist, a pokemon who knows Double Kick
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Double Kick. Use your STR modifier as your ATK stat.

Doubleslap: Martial Artist Feature
Prerequisites: Martial Artist
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Doubleslap. Use your STR modifier as your ATK stat.

Façade: Martial Artist Feature
Prerequisites: Martial Artist, has suffered a Façade attack
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Façade. Use your STR modifier as your ATK stat.

Jump Kick: Martial Artist Feature
Prerequisites: Martial Artist, a pokemon who knows Jump Kick
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Jump Kick. Use your STR modifier as your ATK stat.

Karate Chop: Martial Artist Feature
Prerequisites: Martial Artist
Daily – Every 2 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Karate Chop. Use your STR modifier as your ATK stat.
PostPosted: Mon Jan 03, 2011 11:20 am


Martial Artist Advanced Class: Aura User


A trainer who becomes one with the world surrounding them can use Aura. A Martial Artist who can read the psychological auras of strangers can know the intentions of a person without any conversation. They can emit bursts of energy, and create force fields around their body. An Aura User also has the ability to hear the thoughts of other who want their thoughts to be heard by the Aura User. The Aura User is a rarity in the pokemon world, a blessing in any traveling party.

Prerequisites

Martial Artist, a Pokemon who can use Aura, 18 STR

Bonuses

+1 STR

Initial Features

Aura Reading: Aura User Feature
At-Will
Target: Pokemon or Trainers.
Effect: You can read the Aura of your target. Everything has an Aura, but not many can access their Aura. Auras can be any color. The shade of the color varies from very tinted to very darkened. If the color of the Aura is tinted, the target has little negative intentions. If the color of the Aura is very blackened, the target has many malicious intentions. An Aura’s shade can be anywhere in between.

Aura Mind: Aura User Feature
At-Will
Target: Pokemon or Trainers.
Effect: You may project your thoughts into the minds of others to talk to them without talking out loud. Aura Mind doesn’t allow them to transmit their thoughts towards you.

Trainer Features

Aura Sphere: Aura User Feature
Prerequisites: Aura User, Vacuum Wave, a pokemon who knows Aura Sphere
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Aura Sphere.

Aura Thoughts: Aura User Feature
Prerequisites: Aura User
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 1d20 and add your STR modifier. On a result of 15 or higher, read the mind of the target.

Dark Pulse: Aura User Feature
Prerequisites: Aura User, has suffered an Dark Pulse attack
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Dark Pulse.

Drain Punch: Aura User Feature
Prerequisites: Aura User, a pokemon who knows Drain Punch
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Drain Punch.

Fire Punch: Aura User Feature
Prerequisites: Aura User, has suffered an Fire Punch attack
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Fire Punch.

Ice Punch: Aura User Feature
Prerequisites: Aura User, has suffered an Ice Punch attack
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Ice Punch.

Focus Blast: Aura User Feature
Prerequisites: Aura User, Vacuum Wave, has suffered a Focus Blast attack
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Focus Blast.

Light Screen: Aura User Feature
Prerequisites: Aura User, a pokemon who knows Light Screen
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Self.
Effect: Use the Move Light Screen.


Shadow Punch: Aura User Feature
Prerequisites: Aura User, has suffered an Shadow Punch attack
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Shadow Punch.

Thunderpunch: Aura User Feature
Prerequisites: Aura User, has suffered an Thunderpunch attack
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Thunderpunch.

Vacuum Wave: Aura User Feature
Prerequisites: Aura User
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Vacuum Wave.

Water Pulse: Aura User Feature
Prerequisites: Aura User, has suffered an Water Pulse attack
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Water Pulse.

McClane
Captain


McClane
Captain

PostPosted: Mon Jan 03, 2011 11:27 am


Martial Artist Advanced Class: Black Belt


At the top of every martial art is the Black Belt, the finest fighters of their respective martial art. The Martial Artist who reaches this pinnacle of talent can easily combat any other trainer, and possibly powerful
pokemon.

Prerequisites

Martial Artist, 18 STR

Bonuses

+1 STR

Initial Features

Sensei: Black Belt Feature
Static
Trigger: Martial Arts stunts.
Effect: Chose a specific Martial Art; Judo, Karate, Sumo, Tai-Kwan-Do, Kickboxing etc. You are a master of that form of Martial Arts and can perform stunts related without making checks. You may take Sensei for another form of Martial Art again as a secondary feat.

Close Combat: Black Belt Feature
Daily
Target: Pokemon or Trainers.
Effect: Use the attack Close Combat. Use your STR modifier as your ATK stat. For the next five minutes, you take twice the amount of damage you would normally take.

Trainer Features

Body Slam: Black Belt Feature
Prerequisites: Black Belt
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Body Slam.

Force Palm: Black Belt Feature
Prerequisites: Black Belt, has suffered a Force Palm attack
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Force Palm.

Hi Jump Kick: Black Belt Feature
Prerequisites: Black Belt, Jump Kick
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Hi Jump Kick.

Mach Punch: Black Belt Feature
Prerequisites: Black Belt, has suffered a Mach Punch attack
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Mach Punch.

Reckless: Black Belt Feature
Prerequisites: Black Belt, 22 STR
Static
Effect: You do not take recoil damage.

Submission: Black Belt Feature
Prerequisites: Black Belt, has suffered a Submission
At-Will
Target: Pokemon or Trainers.
Effect: Use the Move Submission.

Take Down: Black Belt Feature
Prerequisites: Black Belt
At-Will
Target: Pokemon or Trainers.
Effect: Use the Move Take Down.

Toughest Skin: Black Belt Feature
Prerequisites: Black Belt, Tough Skin
Static
Effect: When you take damage, from any source, reduce the damage by your STR modifier tripled unless the damage source specifically says it cannot be reduced. This Feature replaces Tough Skin.

Triple Kick: Black Belt Feature
Prerequisites: Black Belt, Double Kick
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Triple Kick.

Vital Throw: Black Belt Feature
Prerequisites: Black Belt, a pokemon who knows Vital Throw
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Vital Throw.
PostPosted: Mon Jan 03, 2011 11:32 am


Martial Artist Advanced Class: Juggler


The Juggler takes their dexterity to the streets to make some monetary gain. They perform tricks that involve slight of hand and are excellent street scammers. This may seem like abilities unrelated to pokemon training, but while battling those quick fingers can turn into a quickly delivered potion – from across the field. Even switching pokemon can be done in a few seconds when this Martial Artist is battling. With a keen eye and attention to how any situation, or any thing, is always handled well by the Juggler.

Prerequisites

Martial Artist, 17 DEX, Juggling Set (150)

Bonuses

+1 DEX

Initial Features

Juggling Act: Juggler Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere in a City or Town.
Effect: Roll 1d20 and add your DEX modifer, then multiply the sum by ten. This number represents the amount of money in tips you received during your show. This power takes place over thirty minutes.

Quick Switch: Juggler Feature
Static
Trigger: You switch a pokemon during a battle.
Effect: Switching pokemon does not take your whole turn. You may only use Quick Switch once per battle.

Trainer Features

Bullet Seed: Juggler Feature
Prerequisites: Juggler, a pokemon who knows Bullet Seed
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Bullet Seed.

Egg Bomb: Juggler Feature
Prerequisites: Juggler, 20 DEX
Daily – Every 13 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Egg Bomb.

Fast Draw: Juggler Feature
Prerequisites: Juggler
Static
Effect: Once per encounter, you may send out a pokemon as a free action.

Gunk Shot: Juggler Feature
Prerequisites: Juggler, has suffered a Gunk Shot attack
Daily – Every 9 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Gunk Shot.

Juggling Show: Juggler Feature
Prerequisites: Juggler, has made 250 with Juggling Act
Daily
Target: Anywhere in a City or Town.
Effect: Roll 5d20 and add your DEX modifer, then multiply the sum by ten. This number represents the amount of money in tips you received during your show. This power takes place over one hour.

Multi Ball: Juggler Feature
Prerequisites: Juggler
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Trigger: You throw a Poke Ball.
Effect: You may throw any one additional Poke Ball on the same turn. You must target a different Pokemon with the extra throw.

Pin Missile: Juggler Feature
Prerequisites: Juggler, has suffered a Pin Missile
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Pin Missile.

Pickpocket: Juggler Feature
Prerequisites: Juggler
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Trainers.
Effect: Roll 1d20 and add your DEX modifier. If the total is 17 or higher, you pick the person’s pocket without them noticing.

Rock Throw: Juggler Feature
Prerequisites: Juggler, a pokemon who knows Rock Throw
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Rock Throw.

Weapon Rain: Juggler Feature
Prerequisites: Juggler, Thowing Weapons Master
Static
Effect: When making an attack with your Throwing Weapons, you may attack twice during your turn as your Trainer Action. Use your DEX modifer multiplied by three instead of your INT modifier for damage when using a weapon with Throwing Weapons Master.

McClane
Captain


McClane
Captain

PostPosted: Mon Jan 03, 2011 11:37 am


Martial Artist Advanced Class: Massage Therapist


When a Martial Artist studies all of the pressure points on a human being, they can therapeutically relax that friend with massage. With further study, they can master those pressure points on a pokemon. This is useful to increase the happiness of a pokemon or relax them before a contest. Due to most pokemon evolving based on their relationship with their trainer, the Massage Therapist is key to building a bond between pokemon and trainer.

Prerequisites

Martial Artist, 16 DEX

Bonuses

+1 DEX

Initial Features

Massage Therapy: Massage Therapist Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: A Pokemon.
Effect: The target is temporarily at full happiness and appears more appealing. If they level up without a negative incident within 10 minutes of Massage Therapy and have met all previous requirements for evolution, evolution is guaranteed.

Pressure Points: Massage Therapist Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 1d20 and add your DEX modifier. If the total exceeds 15, the target is immobilized for 1d4 turns. The target can move their head but their body is unable to move. They are not Paralyzed, their body is limp.

Trainer Features

Arm Thrust: Massage Therapist Feature
Prerequisites: Massage Therapist, Stun Spore
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Arm Thrust.

Healing Touch: Massage Therapist Feature
Prerequisites: Massage Therapist, 20 DEX
Daily – Every 14 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 1d20 and add your DEX modifier. Heal the target that much HP.

Healing Touch +: Massage Therapist Feature
Prerequisites: Massage Therapist, Healing Touch
Daily – Every 14 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 2d20 and add your DEX modifier. Heal the target that much HP.

Impose Limberness: Massage Therapist Feature
Prerequisites: Massage Therapist, Limber
Static
Target: Any Paralyzed target.
Effect: Roll 1d20 and add your DEX modifier. If the total is 15 or better, the target is cured of their Paralysis. When curing a target on your turn, it takes your Trainer Action. If you fail to cure a target you may not
attempt to cure them again with Impose Limberness for 1 hour.

Limber: Massage Therapist Feature
Prerequisites: Massage Therapist, 20 DEX
Static
Effect: You are immune to Paralysis.

Precisionist: Massage Therapist Feature
Prerequisites: Massage Therapist
Static
Effect: Whenever you make a Dexterity check, add 5 to your roll.

Pressure Points +: Massage Therapist Feature
Prerequisites: Massage Therapist
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 1d20 and add your DEX modifier. If the total exceeds 18, the target is immobilized for 1d8 turns. The target can move their head but their body is unable to move. They are not Paralyzed, their body is limp. This Feature replaces Pressure Points.

Pressure Points Master: Massage Therapist Feature
Prerequisites: Massage Therapist, Pressure Points +
Daily – Every 14 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 1d20 and add your DEX modifier. If the total exceeds 20, the target is immobilized for 1d8 + DEX modifier turns. The target can move their head but their body is unable to move. They are not Paralyzed, their body is limp. After 3 turns, the target can begin to make saving throws to regain mobility. The target needs an 11 or better + CON modifier on 1d20 roll and can make this saving throw every 30 seconds. This Feature replaces Pressure Points +.

Rolling Kick: Massage Therapist Feature
Prerequisites: Massage Therapist
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Rolling Kick.

Stun Spore: Massage Therapist Feature
Prerequisites: Massage Therapist
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Stun Spore.
PostPosted: Mon Jan 03, 2011 11:47 am


Martial Artist Advanced Class: Ninja


These Martial Artists are trained in stealth and deadly poisons. The Ninja can infiltrate a wild pokemon’s territory without scaring it off and then lure the wild towards their party. With their various poisons, they can disable foes and make them easier to capture. Ninjas are quick and precise, making them useful additions to any party.

Prerequisites

Martial Artist, 18 DEX

Bonuses

+1 DEX

Initial Features

Wall Runner: Ninja Feature
Static
Trigger: Acrobatic stunt.
Effect: You can move in a single direction on a wall, including up, for 3m without needing to make any checks. You can do acrobatic flips without needing to make checks. You can hide well without making checks.

Sleep Powder: Ninja Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Sleep Powder as a melee attack.

Trainer Features

Antidotes: Ninja Feature
Prerequisites: Ninja
Static
Target: Anything you’ve Poisoned.
Effect: You can cure any poison you’ve caused. When curing a target on your turn, it takes your Trainer
Action.

Antidotes Master: Ninja Feature
Prerequisites: Ninja, Antidotes
Static
Target: Any Poisoned target.
Effect: Roll 1d20 and add your DEX modifier. If the total is 15 or better, the target is cured of their
Poisoning. When curing a target on your turn, it takes your Trainer Action. If you fail to cure a target you may not attempt to cure them again with Antidotes Master for 10 minutes.

Bait: Ninja Feature
Prerequisites: Ninja
Daily
Target: An adjacent wild pokemon.
Effect: Roll 1d20 and add your DEX modifier. If you roll 15 or higher, the target approaches your party, though this doesn’t necessarily makes them do so aggressively.

Bounce: Ninja Feature
Prerequisites: Ninja, 20 DEX
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Bounce.

Double Team: Ninja Feature
Prerequisites: Ninja, a pokemon who knows Double-Team, 20 DEX
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Double Team.

Camouflage: Ninja Feature
Prerequisites: Ninja, 22 DEX
Static
Effect: You may blend with your surrounding objects. You are invisible to others as long as you stay still, If you move, it takes 5 seconds to regain the camouflage with surroundings. In order to remain still you must make a stealth check every 10 seconds to remain still. The die check is 16.

Flash: Ninja Feature
Prerequisites: Ninja
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Flash.

Poison Gas: Ninja Feature
Prerequisites: Ninja, Poisonpowder
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Poison Gas.

Poison Jab: Ninja Feature
Prerequisites: Ninja, has suffered a Poison Jab attack
Daily – Every 9 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Poison Jab.

Poison Sting: Ninja Feature
Prerequisites: Ninja, a pokemon who knows Poison Sting
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Poison Sting.

Poisonpowder: Ninja Feature
Prerequisites: Ninja
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Poisonpowder as a melee attack.

McClane
Captain


McClane
Captain

PostPosted: Mon Jan 03, 2011 11:52 am


Martial Artist Advanced Class: Weapons Master


The Weapons Master is a deadly Martial Artists who uses weapons as an extension of their bodies. They can use various bladed, blunt, or pointed weapons to improve the damage they deal to foes. It would be nearly impossible for another trainer untrained in such arts to take on a Weapons Master without their pokemon’s help.

Prerequisites

Martial Artist, 19 STR

Bonuses

+1 STR

Initial Features

Weapon of Choice: Weapons Master Feature
Static
Trigger: Weaponry stunt.
Effect: Chose a specific Arms Feature. You gain the Master level Feature of that Weapon and can perform stunts related without making checks. You may take Weapon of Choice for another form of Weapon multiple times. When you are given the Master level of the Arms Feature, you do not need any previous levels of that Arms Feature.

Slash: Weapons Master Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the attack Slash. Use your STR modifier, doubled, as your ATK stat.

Trainer Features

Air Cutter: Weapons Master Feature
Prerequisites: Weapons Master, Bladed Weapons Master or Short Blade Weapons Master
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Air Cutter.

Air Slash: Weapons Master Feature
Prerequisites: Weapons Master
Daily – Every 11 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Air Slash.

Fling: Weapons Master Feature
Prerequisites: Weapons Master, Throwing Weapons Master
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Fling.

Fury Swipes: Weapons Master Feature
Prerequisites: Weapons Master
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Fury Swpies.

Razor Wind: Weapons Master Feature
Prerequisites: Weapons Master
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Razor Wind.

Threaten: Weapons Master Feature
Prerequisites: Weapons Master
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Leer.

Thrust: Weapons Master Feature
Prerequisites: Weapons Master, Pole Weapons Master
At-Will
Target: Pokemon or Trainers.
Effect: Use the Move Horn Attack.

Wood Slice: Weapons Master Feature
Prerequisites: Weapons Master, Blunt Weapons Master, wooden weapon
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Leaf Blade.

Weapons Dance: Weapons Master Feature
Prerequisites: Weapons Master, Chain Weapons Master
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Self.
Effect: For 2 minutes, your modifiers are doubled when adding up damage. This ability cannot stack with itself.

Wrap: Weapons Master Feature
Prerequisites: Weapons Master, Chain Weapons Master
At-Will
Target: Pokemon or Trainers.
Effect: Use the Move Wrap.
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