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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. 

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McClane
Captain

PostPosted: Sun Jan 02, 2011 12:35 am


This thread lists all of the Trainer Classes and their Advanced Classes. All characters start with the first class listed, Pokemon Trainer, and may gain the features associated with it on Level-Ups as long as the prerequisites are met.

The Advanced Classes will be listed in the posts following their given Trainer Class. Remember, your character will only be able to enter,

The very last post in this thread contains Arms Features. These Features deal with a Trainer learning to use a weapon in battle and may be taken in place of taking a regular Trainer Feature. Upon taking certain classes (all of the Trainer Classes, in fact), your Trainer will automatically receive an Arms Feature. Read the Arms Features post for more details about this.

1. Three Trainer Classes
2. One Trainer Class and Two Advanced Classes
3. Two Trainer Classes and One Advanced Class

This doesn't include the first class that everyone begins the game with. That is an extra class that everyone will always have.

Most classes will have Initial Features and Trainer Features. Initial Features are learned as soon as your Trainer enters the class that contains them, while Trainer Features must be gained on Level-Ups.

If a Feature states something like, "Use the move Take Down", that means that your Trainer will be executing the move and not your Pokemon. The Feature will tell you how to calculate the damage and you must make a regular Accuracy Check when your Trainer uses a move. Your Pokemon may also use their move on their turn.

Unless a Feature states that it is a Free Action or has the Static property, it will consume your Trainer Action for the turn that it is used.

Features with the Interrupt property are a bit of a wild card. They actually consume the Trainer Action of your following turn, because they are normally activated after you would have already used your Trainer Action.
PostPosted: Sun Jan 02, 2011 2:45 pm


Trainer Class: Pokemon Trainer


Trainer Features

Aim For the Horn!: Trainer Feature
Prerequisites: Pokemon Trainer, WIS 13
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: Your pokemon targeting with a Move.
Effect: On a roll of 19 or 20 during Accuracy Check, your pokemon’s attack will deal Neutral damage regardless of immunities or resistances.

Aim For the Horn! +: Trainer Feature
Prerequisites: Aim for the Horn! WIS 16
Daily – Every 2 levels gained, you may perform this Feature another time per day.
Target: Your pokemon targeting with a Move.
Effect: On a roll of 16-20 during Accuracy Check, your pokemon’s attack will deal Neutral damage regardless of immunities or resistances. This Feature replaces Aim For the Horn!

Back Off: Trainer Feature
Prerequisites: Pokemon Trainer, CHA 13
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: A Trainer, not involved in a Gym or Competition battle, challenges you.
Effect: Roll 1d20 and add your CHA modifier. If the result is higher then 10, the Trainer is intimidated and withdraws their challenge.

Chosen One: Trainer Feature
Prerequsites: 2 Advanced Features, Level 16
Daily
Trigger: You fail to roll high enough for any type of check.
Effect: You don’t fail the check.
This may only be used for Trainer Rolls, it cannot be used for Pokemon rolls such as an Accuracy Check for a move.

Close Your Eyes!: Trainer Feature
Prerequisites: Pokemon Trainer, INT 13
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon is targeted by a Move listed below.
Effect: Use when one of you pokemon is targeted by one of these Moves: Attract, Astonish, Captivate, Charm, Confuse Ray, Encore, Follow Me, Flash, Glare, Hypnosis, Leer, Mean Look, Sand-Attack, Scary Face, Sleep Powder, Spore, Tail Whip, Taunt, Teeter Dance. The foe must roll +2 during Accuracy Check to hit your pokemon.
Interrupt

Cover Your Ears!: Trainer Feature
Prerequisites: Pokemon Trainer, WIS 13
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon is targeted by a Move listed below.
Effect: Use when one of you pokemon is targeted by one of these Moves: Bug Buzz, Chatter, Grasswhistle, Growl, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Snore, Supersonic, Uproar, Yawn. The foe must roll +2 during Accuracy Check to hit your pokemon.
Interrupt

Dual Wielding: Trainer Feature
Prerequisites: Level 10, STR 12, CON 12, DEX 12, INT 12, WIS 12, CHA 12
Effect: You may control 2 pokemon at the same time. During a round of battle, they are each included in the battle queue. You are still only allotted 1 Trainer Action.

Give it Your All: Trainer Feature
Prerequisites: Pokemon Trainer
One Time Use Only
Effect: Target one of your Pokemon’s Moves. It is a Critical Hit.
Interrupt

Hey Guys, Watch This: Trainer Feature
Prerequisites: Pokemon Trainer
At-Will
Effect: From now on, instead of gaining a new Feature when you level up on levels that you would gain a Feature, you gain 1 Feat Point. A Feat Point can be spent at anytime you can use a Trainer Action, and does not take a Trainer Action to use. When you spend a Feat Point, you may add any Feature to your Features whose prerequisites you meet. You may not regain any Feat Points you spend.

Hold Your Breath! Trainer Feature
Prerequisites: Pokemon Trainer, CON 13
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon is targeted by a Move listed below.
Effect: Use when one of you pokemon is targeted by one of these Moves: Muddy Water, Poison Gas, Poisonpowder, Smog, Stun Spore, Surf, Sweet Scent, Whirlpool. The foe must roll +2 during Accuracy Check to hit your pokemon.
Interrupt

I Can Take a Hit: Trainer Feature
Prerequisites: Pokemon Trainer, CON 13
Effect: When taking damage from anything reduce that damage by 5.
Static

I Can Take a Hit +: Trainer Feature
Prerequisites: I Can Take a Hit, CON 17
Effect: When taking damage from anything reduce that damage by 10. This Feature replaces I Can Take a Hit.
Static

I Believe In You!: Trainer Feature
Prerequisites: Pokemon Trainer, CHA 19
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon that just hit a target with a Move.
Effect: Your pokemon deals an additional 1d10 during the Move’s damage for each point you have in CHA modifer.
Interrupt

I’ve Heard About This Place Before: Trainer Feature
Prerequisites: Pokemon Trainer, INT 12
Daily
Target: A Town or City
Effect: Roll 1d20 and add your WIS and INT modifiers. If you roll higher than 12, you know local lore, Gym specialties, major sights, and the names of important persons related to the town or city.

Not Yet!: Trainer Feature
Prerequisites: Pokemon Trainer, CON 17
Daily
Trigger: Your pokemon is lowered to 0 HP or less, but not greater then -100% HP.
Effect: Before fainting, the targeted pokemon can use one last Move and then immediately faints afterwards.
Interrupt

Let’s Get That Lock Open: Trainer Feature
Prerequisites: Pokemon Trainer, INT 15
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A non-computerized lock.
Effect: Roll 1d20 and add your INT modifier. If the result is higher then 15, the lock is unlocked and is undamaged and doesn’t appear tampered with.

Let Me Help You With That: Trainer Feature
Prerequisites: Pokemon Trainer
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: An ally making a check.
Effect: The ally has +2 added to their check.
Interrupt

Let Me Help You With That +: Trainer Feature
Prerequisites: Let Me Help You With That
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: An ally making a check.
Effect: The ally has +7 added to their check. This Feature replaces Let Me Help You With That.
Interrupt

Look Out!: Trainer Feature
Prerequisites: Pokemon Trainer, DEX 17
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon that was targeted by a Move.
Effect: Roll a d10 until you get an odd number. The foe must roll 1 higher during Accraucy Check to hit your pokemon for each even number during the rolls.
Interrupt

Multitasking: Trainer Feature
Prerequisites: Pokemon Trainer, STR 12, CON 12, DEX 12, INT 12, WIS 12, CHA 12
Effect: During encounters, you may perform 2 Trainer Actions per round.
Static

Random Knowledge: Trainer Feature
Prerequisites: 14 INT or 14 WIS
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Anything you have line of sight to.
Effect: Roll d20 and add your INT and WIS modifiers to the roll. If you roll higher then 13, you know about the thing you targeted. If you are targeting a pokemon, you must have targeted the pokemon with a Pokedex.

Satoshi’s Karma: Trainer Feature
Prerequisites: Pokemon Trainer, Satoshi’s Luck, released 3 fully-evolved, loyal pokemon
Daily
Target: A roll.
Effect: You may re-roll a single die. This Feature replaces, Satoshi’s Luck.
Interrupt

Satoshi’s Luck: Trainer Feature
Prerequisites: Pokemon Trainer, released a fully-evolved, loyal pokemon
Daily
Target: A roll.
Effect: At the cost of 15 HP, you may re-roll a single die.
Interrupt

Study Session: Trainer Feature
Prerequisites: Bought a book at least once.
Effect: You must buy a book at each Pokemart for 70 per town visited. If you don’t have 70 when you enter a town you have never visited, you lose this Feature and cannot get it back. Your Wisdom stat gains 1 point or your Intelligence stat gains 1 point. You may take the Study Session Feature multiple times. If you take this Feature multiple times, you still only need to spend 70 at a time.

What a Guy: Trainer Feature
Prerequisites: Donated to a charity at least once.
Effect: You must donate 70 to a Pokecenter per town visited. If you don’t have 70 credits when you enter a town you have never visited, you lose this Feature and cannot get it back. Your Charisma stat gains 1 point. You may take the What a Guy Feature multiple times. If you take this Feature multiple times, you still only need to donate 70 at a time.

Workout: Trainer Feature
Prerequisites: Exercised at least once.
Effect: You must exercise at least once every 3 days. A workout session should consume at least 30 minutes of time. While exercising you lose 25 HP. If you forget to exercise at least once every 3 days you lose Workout. Your Strength stat gains 1 point or your Constitution stat gains 1 point. You may take the Workout Feature multiple times. If you take this Feature multiple times, you still only lose 25 HP.

Yoga Break: Trainer Feature
Prerequisites: You practice Yoga.
Effect: You must practice yoga at least once every 3 days. A yoga session should consume at least 30 minutes of time. While exercising you lose 25 HP. If you forget to do yoga at least once every 3 days you lose Yoga Break. Your Dexterity stat gains 1 point. You may take the Yoga Break multiple times. If you take this Feature multiple times, you still only lose 25 HP.

You’re Doing It Wrong!: Trainer Feature
Prerequisites: Pokemon Trainer
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: An Ally fails a check.
Effect: In place of a Trainer Action, you may retry whatever check an ally failed if it’s allowed. When you do you have a +2 bonus during your check in addition to any modifiers that would be added.

You’re Doing It Wrong! +: Trainer Feature
Prerequisites: You’re Doing It Wrong!
Daily – Every 3 levels gained, you may perform this Feature another time per day.
Trigger: An Ally fails a check.
Effect: In place of a Trainer Action, you may retry whatever check an ally failed if it’s allowed. When you do you have a +6 bonus during your check in addition to any modifiers that would be added. This Feature replaces You’re Doing It Wrong!

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 4:49 pm


Trainer Class: Ace Trainer


These trainers are dedicated battlers who have studied how to maximize battle experience. They can maximize their Pokemon’s attacks and find weaknesses in a foe’s Pokemon normally immune or resistant to their Pokemon’s attacks. They also have features which increase the amount of experience their Pokemon will gain in every fight. Each battle is filled with passion and each Pokemon trained by an Ace Trainer may realize their full battle potential and be the very best they can be.

Prerequisites

13 STR, 13 CON

Bonuses

+1 STR, +1 CON, -2 WIS

Advanced Classes

Chaser, Enduring Soul, Frontier Battler, Gym Battler, Stat Ace, Tag Battler, Type Ace

Initial Features

Enhanced Training: Ace Trainer Feature
Static
Trigger: Your pokemon gains experience points.
Effect: Each of your pokemon gains 1.2x the amount of experience they would gain normally. This replaces the amount of experience they would normally gain.

Improved Attacks: Ace Trainer Feature
Static
Trigger: Your pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add either half of your STR modifier or half of your CON modifier before your foes subtracts their defense or special defense from the attack.

Trainer Features

Affirmation: Ace Trainer Feature
Prerequisites: Ace Trainer
Daily – Every 2 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon fells a foe.
Effect: Your Pokemon gains temporary Hit Points equal to your CON modifier.


Affirmation +: Ace Trainer Feature
Prerequisites: Ace Trainer, Affirmation
At-Will
Trigger: Your pokemon fells a foe.
Effect: Your Pokemon gains temporary Hit Points equal to your CON modifier doubled. This Feature replaces Affirmation.


Beast Master: Ace Trainer Feature
Prerequisites: Ace Trainer, 8 Badges
Static
Target: Your pokemon.
Effect: Your pokemon do not protest to your commands. They cannot be disobedient unless they are
Legendary.


Break Through!: Ace Trainer Feature
Prerequisites: Ace Trainer, 16 STR
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon’s Move that the foe is Immune to hits.
Effect: The Move that would normally deal no damage because of a foe’s Immunity to the Move’s type instead is only resisted. If the target has multiple types, one Immune and the other Resistant, the Move is now doubly resisted; one Immune and the other Super-Effective, the Move is now neutral.


Brutal Workout: Ace Trainer Feature
Prerequisites: Ace Trainer, 15 CON
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon who just defeated another pokemon.
Effect: The target loses half of its full HP but gains double the experience they would have gained from the foe they just felled.


Constructive Criticism: Ace Trainer Feature
Prerequisites: Ace Trainer, lost a rival or Gym battle
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon faints.
Effect: The next time that pokemon battles on the day it lost, it will deal an additional 1d20 on its first
damaging Move.


Constructive Criticism +: Ace Trainer Feature
Prerequisites: Ace Trainer, Constructive Criticism
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon faints.
Effect: The next time that pokemon battles on the day it lost, it will deal an additional 2d20 on its first
damaging Move. This Feature replaces Constructive Criticism.


Give It Some Push: Ace Trainer Feature
Prerequisites: Ace Trainer, 17 CON
Static
Trigger: Your pokemon’s chosen Move hits.
Effect: Chose one Move that can target at least 1 foe but does not have a Dice Damage Check. Give that Move, when used by your pokemon, a Damage Dice Check of 1d20. The pokemon does not add their Attack stat or Special Attack stat to the damage. You may take Give It Some Push multiple times, but must declare a
different Move each time.


Improved Attacks Z: Ace Trainer Feature
Prerequisites: Ace Trainer, Improved Attacks +
Static
Trigger: Your pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add half of your STR modifier or half of your CON modifier and then add your STR modifier or your CON modifier before your foes subtracts their defense or special defense from the attack. When picking which modifiers to add, you must pick the opposite modifier of the modifier you picked first (If you picked half of CON, you must pick STR; if you picked half of STR, you must pick CON). The Feature replaces Improved Attacks +.


Improved Attacks Z+: Ace Trainer Feature
Prerequisites: Ace Trainer, Improved Attacks Z, 20 STR, 20 CON
Static
Trigger: Your pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add your STR modifier and your CON modifier before your foes subtracts their defense or special defense from the attack. The Feature replaces Improved Attacks Z.


Improved Attacks +: Ace Trainer Feature
Prerequisites: Ace Trainer, 16 STR, 16 CON
Static
Trigger: Your pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add half of your STR modifier and half of your CON
modifier before your foes subtracts their defense or special defense from the attack. The Feature replaces Improved Attacks.


Intimidate: Ace Trainer Feature
Prerequisites: Ace Trainer, 17 STR, 15 CON
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A pokemon.
Effect: You use the Intimidate Ability on the target.


Press: Ace Trainer Feature
Prerequisites: Ace Trainer, Chain Weapons User
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Your own pokemon.
Effect: Deal your own pokemon 10 damage, that cannot be prevented, with your weapon. Raise any of their stats’ Combat Stages 1 level.


Press +: Ace Trainer Feature
Prerequisites: Ace Trainer, Press
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Your own pokemon.
Effect: Deal your own pokemon 20 damage, that cannot be prevented, with your weapon. Raise any of their stats’ Combat Stages 2 levels. The Feature replaces Press.
PostPosted: Sun Jan 02, 2011 5:14 pm


Ace Trainer Advanced Class: Chaser


Chasers are sometimes looked at as a cruel type of Ace Trainer. Having learned the lesson of prey lost, they vow to never let anything escape their sight ever again. It is not the possibility of capturing the foe that compels them, it is their desire to defeat the foe and show the fleeing enemy who is the best. They teach their Pokemon to trap foes and pursue them, even when they are in their energy form, returning to a Poke Ball. The Chaser is dangerous, sometimes letting their obsession get out of control – felling all foes that they meet is the only thing that satisfies their desires.

Prerequisites

Prerequisites: Ace Trainer, 1 major foe’s escape or 3 Pokemon with Pursuit

Bonuses

+1 STR

Initial Features

No Escape: Chaser Feature
Static
Target: A pokemon or trainer tries to flee during an encounter.
Effect: The foe subtracts your STR modifier from their roll during the Escape Check. Someone using the Run Away ability must make a regular Escape Check to flee.

Torrential Assault: Chaser Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: A pokemon flees successfully or a trainer recalls their pokemon.
Effect: Once per encounter, you may have an active pokemon make an attack on a pokemon as an Interrupt before they escape or are returned. If you are attacking a pokemon that has fainted and you lower them to -100% they must still make a death savings throw.

Trainer Features

Don’t Stop: Chaser Feature
Prerequisites: Chaser, 15 STR
Daily - Every 7 levels gained, you may perform this Feature another time per day.
Target: A pokemon knocks out a foe.
Effect: After knocking out a foe, you may make another Shift and use another Move in that same turn during the encounter. You may only activate this Feature once per pokemon per encounter.

Finish Them!: Chaser Feature
Prerequisites: Chaser, 18 STR
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon using a damaging Move.
Effect: Declare this Feature when a pokemon hits with a damaging Move. If the Move’s target has less than 10 HP after dealing damage, the pokemon faints. If the Move’s target has 10 or more HP, the target of Finish Them! loses 10 HP. Do not apply weakness or resistance when taking away HP with Finish Them! Do not
apply stats when taking away HP with Finish Them!

Finish Them! +: Chaser Feature
Prerequisites: Chaser, Finish Them!
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Target: Your pokemon using a damaging Move.
Effect: Declare this Feature when a pokemon hits with a damaging Move. If the Move’s target has less than 20 HP after dealing damage, the pokemon faints. If the Move’s target has 20 or more HP, the target of Finish Them! loses 20 HP. Do not apply weakness or resistance when taking away HP with Finish Them! Do not
apply stats when taking away HP with Finish Them! This Feature replaces Finish Them!

Natural High: Chaser Feature
Prerequisites: Chaser
Static
Target: A pokemon knocks out a foe.
Effect: After knocking out a foe, chose a stat other than HP. On that pokemon’s next turn during the
encounter, that stat is raised 1 Combat Stage until the end of that turn.

Natural High +: Chaser Feature
Prerequisites: Chaser, Natural High, 18 STR
Static
Target: A pokemon knocks out a foe.
Effect: After knocking out a foe, chose a stat other than HP. On that pokemon’s next turn during the
encounter, that stat is raised 1 Combat Stage for 3 rounds in that encounter. This Feature replaces Natural High.

Mean Look Tutor: Chaser Feature
Prerequisites: Chaser, 2 pokemon with Mean Look
At-Will
Target: A pokemon.
Effect: Pay 1200 , then roll 1d20 and add your STR modifier. If the total exceeds 15, that pokemon learns the Move Mean Look. You may not target the same pokemon more than once with the Feature. If you throw a Poke Ball in the same encounter one of the pokemon taught with this Feature uses Mean Look, which was taught with this Feature, the wild pokemon would not need to make an Escape Roll to successfully escape.

No Escape +: Chaser Feature
Prerequisites: Chaser, 15 STR
Static
Target: A pokemon or trainer tries to flee during an encounter.
Effect: The foe subtracts twice your STR modifier from their roll during the Escape Check. Someone using the Run Away ability must make a regular Escape Check to flee. This Feature replaces No Excape.

Pursue: Chaser Feature
Prerequisites: Chaser, 15 STR, felled a foe with Torrential Assault
Daily
Target: A wild pokemon successfully escapes.
Effect: After the encounter in which they escaped ended, you may follow the wild’s tracks and find them to reengage them in a new encounter. They are treated as if they have not left the original encounter. Combat Stages, HP, and Battle Statuses are retain for that wild.

Pursuit: Chaser Feature
Prerequisites: Chaser, 18 STR
Daily
Target: A pokemon or human.
Effect: Use the Move Pursuit. Ignore your Arms damage when adding up damage.

Shifting Pursuit: Chaser Feature
Prerequisites: Chaser, Pursuit
Daily
Target: A pokemon or human.
Effect: Choose a Type. Use the Move Pursuit, and Pursuit is instead that chosen type instead of Dark. Ignore your Arms damage when adding up damage. You may not change the Type once you pick the type. This
Feature replaces Pursuit. You may take this Feature again but you must pick a different Type and you must have gotten Pursuit again.

Sprints: Chaser Feature
Prerequisites: Chaser, 16 STR, a pokemon with a Speed stat of 30 or greater
Static
Target: Your pokemon.
Effect: You may add to your pokemon’s Speed stat during level up and ignore Base Relation, but only for the Speed Stat.

Thrill of the Hunt: Chaser Feature
Prerequisites: Chaser, Pursue
Static
Target: Your pokemon gaining experience.
Effect: When your pokemon pursues a foe and fells them, with Pursuit, Torrential Assault, or in an encounter after using Pursue, they gain 1.25x the experience they would have gained. Include that modifier to any
experience modifiers you already have.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 5:26 pm


Ace Trainer Advanced Class: Enduring Soul


Sometimes in the heat of battle, an Ace Trainer may be knocked unconscious, leaving their allies unprotected and their Pokemon unguided. The Enduring Soul learns from their failure and vows to be there to protect their allies and never go down again. They will always have their friends’ backs and always be there to guide their loyal Pokemon. The Pokemon owned by an Enduring Soul feel strength from their resolve too and can focus on empowering their defenses to make sure that if an ally is going down, it’s not them.

Prerequisites

Ace Trainer, Trainer knocked unconscious by a foe at least once or 3 Pokemon with Endure

Bonuses

+1 CON

Initial Features

Boundless Endurance: Enduring Soul Feature
Static
Target: Your pokemon’s Defense, Special Defense and HP stats.
Effect: You may add to your pokemon’s Defense, Special Defense or HP stats when they level up, ignoring Base Relation.

Press On!: Enduring Soul Feature
Static
Trigger: One of your pokemon are lowered to 0 HP or less.
Effect: A pokemon at or below 0 HP may act as if they had 1 HP left. For each turn a pokemon who is at or below 0 HP act during their turn, they must make an injury saving throw. If they are lowered past -100% HP or fail the saving throw, they are injured, must return to their pokeball, and you may not make an injury saving throw.

Trainer Features

Damage Compromise: Enduring Soul Feature
Prerequisites: Enduring Soul, 15 CON
Daily – Every 1 level gained, you may perform this Feature another time per day.
Trigger: Your pokemon are hit by a Move.
Effect: 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.

Aware: Enduring Soul Feature
Prerequisites: Enduring Soul
Static
Effect: You may sleep and have just as much awareness to sound, feeling, and smell as if you are awake. You also instinctually sense danger while asleep and can wake up instantly. You do not need to make perception checks.

Padding: Enduring Soul Feature
Prerequisites: Enduring Soul, 19 CON
Static
Trigger: You are hit by a Move.
Effect: Subtract your CON modifier from the damage you would take.

Padding +: Enduring Soul Feature
Prerequisites: Enduring Soul, Padding
Static
Trigger: You are hit by a Move.
Effect: Subtract twice your CON modifier from the damage you would take. This Feature replaces Padding.

Press On! +: Enduring Soul Feature
Prerequisites: Enduring Soul, 18 CON
Static
Trigger: One of your pokemon are lowered to 0 HP or less.
Effect: A pokemon at or below 0 HP may act as if they had 1 HP left. For each turn a pokemon who is at or below 0 HP act during their turn, they must make a death saving throw, but get to subtract 15 from the roll. If they are lowered past -100% HP, they are killed you may make a death saving throw but 40 is added to your roll. This Feature replaces Press On.

Hold!: Enduring Soul Feature
Prerequisites: Enduring Soul, 3 pokemon with a Defense stat of 30 or more
At-Will
Trigger: You are hit by a Melee or Ranged* damaging Move.
Effect: Lose 25 HP instead of the damage you would have taken.

Soul’s Protection: Enduring Soul Feature
Prerequisites: Enduring Soul, a pokemon with the Move Protect
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: You are hit by a Move.
Effect: Use the Move Protect.

Soul’s Endurance: Enduring Soul Feature
Prerequisites: Enduring Soul, a pokemon with the Move Endure
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: You are hit by a Move.
Effect: Use the Move Endure.

Split: Enduring Soul Feature
Prerequisites: Enduring Soul
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Trigger: One of your adjacent pokemon is hit by a damaging Move.
Effect: You take half of the damage that would have been done to your pokemon. Your pokemon takes half of the damage it was supposed to take. Apply DEF and SP.DEF for your pokemon. Apply any damage modifiers for yourself.

Stand!: Enduring Soul Feature
Prerequisites: Enduring Soul, 3 pokemon with a Special Defense stat of 30 or more
At-Will
Trigger: You are hit by a Melee* or Ranged damaging Move.
Effect: Lose 25 HP instead of the damage you would have taken.

Still Standing: Enduring Soul Feature
Prerequisites: Enduring Soul, 18 CON
Static
Trigger: You are lowered to or below 0 HP.
Effect: You may still issue commands to your pokemon while unconscious. If you chose to, and in that
encounter you are lowered to -100% HP, you may not make a death saving roll.

Still Standing +: Enduring Soul Feature
Prerequisites: Enduring Soul, Still Standing
Static
Trigger: You are lowered to or below 0 HP.
Effect: You may still issue commands to your pokemon while unconscious. You may still make a death
savings throw when lowered to -100% HP. This Feature replaces Still Standing.
PostPosted: Sun Jan 02, 2011 5:37 pm


Ace Trainer Advanced Class: Gym Battler


Gym Battlers were born to take advantage of the Pokemon world’s Gym Leagues. These Ace Trainers exploit known weaknesses better then others who only know things such as the Gym’s Type. When it comes to collecting Badges, these trainers can easily acquire them all, and have their shiny Badges ready to present to the League Championship every single year.

Prerequisites

Ace Trainer, 3 Badges earned through battling

Bonuses

+1 STR

Initial Features

Informed Victory: Gym Battler Feature
Static
Target: A Gym Leader.
Effect: You know one pokemon on the Gym Leader’s roster before they send out their first pokemon just by looking at them. If the Gym’s stadium has any tricks, you are aware of them immediately.

Scouting Mission: Gym Battler Feature
Static
Trigger: A pokemon on your roster faints or is recalled during a Gym Battle.
Effect: X is your STR modifier halved. For the remainder of the encounter, one of the Gym Leader’s pokemon’s stats are treated as if they are X under what they actually are.

Trainer Features

Attack Reciprocation: Gym Battler Feature
Prerequisites: Gym Battler, 17 STR
Daily - Every 8 levels gained, you may perform this Feature another time per day.
Target: A Gym Leader’s pokemon.
Effect: When the target uses a Move that that deals damage, and your pokemon who was targeted by that Move is the same Elemental Type as the Move, your pokemon may perform that same Move during their turn as if they knew that Move.

Attack Reciprocation +: Gym Battler Feature
Prerequisites: Gym Battler, Attack Reciprocation
Daily - Every 8 levels gained, you may perform this Feature another time per day.
Target: A pokemon.
Effect: When the target uses a Move that that deals damage, and your pokemon who was targeted by that Move is the same Elemental Type as the Move, your pokemon may perform that same Move during their turn as if they knew that Move. This Feature replaces Attack Reciprocation.

Gym Leader: Gym Battler Feature
Prerequisites: Gym Battler, 10 Badges, Level 20, facilities (20,000 )
Static
Effect: You must choose an Elemental Type. You take on the responsibilities of a Gym Leader, you must
accept challenges at least one a week. During those battles, you must you at least 2 pokemon of the Elemental Type you choose. If the third pokemon is not the type you picked, it must know at least 5 Moves that are the chosen Elemental Type. If you lose, you must give the victor a Gym Badge. You don’t need to remain in your facility’s location to accept challenges, but you do need to let those at your facilities know where you are to forward challengers. Each week you are issued 3000 for your services as a Gym Leader and to create Badges, which can only be done at your facilities for 850. You are only paid weekly if you accept at least 3 challenges. Add 2 to your CHA stat.

Informed Victory +: Gym Battler Feature
Prerequisites: Gym Battler, 4 Badges
Static
Target: A Gym Leader.
Effect: You know two pokemon on the Gym Leader’s roster before they send out their first pokemon just by looking at them. If the Gym’s stadium has any tricks, you are aware of them immediately. This Feature
replaces Informed Victory.

Informed Victory Z: Gym Battler Feature
Prerequisites: Gym Battler, 6 Badges, Informed Victory +
Static
Target: A Gym Leader.
Effect: You know the pokemon on the Gym Leader’s roster before they send out their first pokemon just by looking at them. If the Gym’s stadium has any tricks, you are aware of them immediately. This Feature
replaces Informed Victory +.

Move Recognition: Gym Battler Feature
Prerequisites: Gym Battler, 6 Badges
Static
Target: A Gym Leader’s pokemon.
Effect: When the target uses a Move that it has already used in that encounter, it must roll 1 higher during Accuracy Check to hit.

Move Recognition +: Gym Battler Feature
Prerequisites: Gym Battler, Move Recognition
Static
Target: A pokemon.
Effect: When the target uses a Move that it has already used in that encounter, it must roll 2 higher during Accuracy Check to hit. This Feature replaces Move Recognition.

Scouting Mission +: Gym Battler Feature
Prerequisites: Gym Battler, 15 STR
Static
Trigger: A pokemon on your roster faints or is recalled during a Trainer Battle.
Effect: X is your STR modifier. For the remainder of the encounter, one of the Gym Leader’s pokemon’s stats are treated as if they are X under what they actually are. This Feature replaces Scouting Mission.

Take Special Care: Gym Battler Feature
Prerequisites: Gym Battler, 16 STR
Daily
Target: A Gym Leader’s pokemon.
Effect: Roll 1d20 and add your STR modifier. If you roll higher than 10, identify 3 Moves that pokemon knows at random.

Take Special Care +: Gym Battler Feature
Prerequisites: Gym Battler, Take Special Care
Daily
Target: A pokemon.
Effect: Roll 1d20 and add your CON modifier. If you roll higher than 10, identify 4 Moves that pokemon knows. One of them will have the highest Damage Dice Roll of all their Moves, the other 3 will be revealed at random. If there is a tie for highest Damage Dice Roll, reveal up to 4 tied Moves.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 5:47 pm


Ace Trainer Advanced Class: Stat Ace


Special: When taking this class, you must select a Pokemon stat from these: Attack, Defense, Special Attack, Special Defense, or Speed. Specify which stat you've selected somewhere next to where you place the Stat Ace in your character's profile.

These Ace Trainers hold loyalties only to ability. They find pokemon who are the fastest, or the strongest, or the smartest and then, the Stat Ace further improves those superior abilities. The Stat Ace can bring a slow pokemon up to speed, or make a weak skinned pokemon have an iron-plated body. Their abilities in bringing out a specific skill of a pokemon are unparalleled. No other Ace Trainer can make a Slowbro outrun a Shedinja.

Prerequisites

Ace Trainer, 3 pokemon with the chosen stat of 20 or more

Bonuses

+1 STR

Initial Features

Specialist Training: Stat Ace Feature
Static
Target: The stat of choice for any of your pokemon.
Effect: You may add half of your STR modifier to the Base stat chosen for Stat Ace to your pokemon. If this changes which of the pokemon’s base stats are the highest, treat the altered base stats appropriately.

Stat Subversion: Stat Ace Feature
Static
Target: Enemy pokemon’s stat you chose Stat Ace for.
Effect: X is your STR modifier halved. Your target foe’s stat chosen for Stat Ace is lowered X. You may only target one pokemon at a time, you may not change targets until the original is unable to battle. Targeting with Stat subversion is a free action.

Trainer Features

Bonus Stats: Stat Ace Feature
Prerequisites: Stat Ace, 3 Badges, 16 STR
Static
Trigger: Your pokemon levels up to a Level evenly divisible by 10.
Effect: You pokemon gets 2 Stat points during each level up evenly divisible by 10. The extra stat point must be put into the chosen Stat for Stat Ace. If that extra point upsets any Base Relation, on each level up
afterwards the pokemon must put stat points into the appropriate stats to correct the ruined Base Relation.

Gym Leader: Stat Ace Feature
Prerequisites: Stat Ace, 10 Badges, Level 20, facilities (25,000 )
Static
Effect: You take on the responsibilities of a Gym Leader, you must accept challenges at least one a week. If you lose, you must give the victor a Gym Badge. You don’t need to remain in your facility’s location to accept challenges, but you do need to let those at your facilities know where you are to forward challengers. Each week you are issued 3000 for your services as a Gym Leader and to create Badges, which can only be done at your facilities for 850. You are only paid weekly if you accept at least 3 challenges. You may not take Gym Leader more then once, even if you have taken Type Ace twice. Add 2 to your CHA stat.

Positive Press: Stat Ace Feature
Prerequisites: Stat Ace, Press, 15 STR
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon.
Effect: Deal your own pokemon 10 damage, which cannot be prevented, with your weapon. Raise your chosen stats’ Combat Stage 2 levels. This Feature replaces Press.

Stat Boost: Stat Ace Feature
Prerequisites: Stat Ace, Level 10
Daily – Every 15 levels gained, you may perform this Feature another time per day.
Target: Your pokemon.
Effect: For 1 encounter the target gains the Ability Speed Boost. If your chosen Stat is not Speed, replace the Ability’s name with Attack Boost, Special Attack Boost, Defense Boost or Special Defense Boost
appropriately. Also if your chosen Stat is not Speed, replace the word Speed in Speed Boost’s effect with
Attack, Special Attack, Defense or Special Defense appropriately.

Stat Overflow: Stat Ace Feature
Prerequisites: Stat Ace, Press + or Positive Press
Daily
Target: A pokemon.
Effect: Your pokemon loses half of its full HP. The pokemon’s Stat, chosen for Stat Ace, is set to +6 Combat Stages. Your pokemon cannot use a Move during this round of encounter but may still shift.

Stat Subversion +: Stat Ace Feature
Prerequisites: Stat Ace, 15 STR
Static
Target: Enemy pokemon’s stat you chose Stat Ace for.
Effect: X is your STR modifier. Your foe’s stat chosen for Stat Ace is lowered X. This Feature replaces Stat
Subversion.

Stat Unlock: Stat Ace Feature
Prerequisites: Stat Ace, 8 Badges and/or Medals won through battle
Static
Target: Your pokemon.
Effect: Your pokemon ignore Base Relation, as long as they are adding to the Stat chosen for Stat Ace.

Superior Ability: Stat Ace Feature
Prerequisites: Stat Ace, 5 Badges and/or Medals
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Target pokemon.
Effect: If your active pokemon’s Stat, chosen for Stat Ace, is higher than the target’s particular stat, that Stat is lowered 1 Combat Stage.

Talent Scout: Stat Ace Feature
Prerequisites: Stat Ace, 2 pokemon with Natures that add to chosen Stat
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A wild pokemon.
Effect: Roll 1d20 and add your STR modifier. If the total exceeds 20, that pokemon has a Nature that adds to your chosen Stat.

Talent Scout +: Stat Ace Feature
Prerequisites: Stat Ace, Talent Scout, 6 pokemon with Natures that add to chosen Stat
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A wild pokemon.
Effect: Roll 1d20 and add your STR modifier. If the total exceeds 15, that pokemon has a Nature that adds to your chosen Stat. If the total exceeds 25, that pokemon has the Nature of your choice, that adds to your
chosen stat.. This Feature replaces Talent Scout.
PostPosted: Sun Jan 02, 2011 5:59 pm


Ace Trainer Advanced Class: Tag Battler


Tag Battlers can multitask and keep track of multiple pokemon to attain victory. They make their pokemon work not only as a team, but as one combined unit that can defeat any amount of foes they come up against. Each of their pokemon blend well with each of their other pokemon, and together they can defeat many foes.

Prerequisites

Ace Trainer, 2 Badges, Dual Wielding

Bonuses

+1 CON

Initial Features

Team Spirit: Tag Battler Feature
Static
Target: Your two active pokemon.
Effect: Each of your pokemon are treated as if one of their Combat Stages are raised 1 Combat Stage. The Combat Stage raised depends on what the highest stat of your other active pokemon is, ignoring HP. If one of your active pokemon’s highest stat, ignoring HP, is Attack, the other active pokemon’s Attack will be treated as if it is raised 1 Combat Stage. When switching, the Combat Stages are lowered and then rose again
depending on the stats of each active pokemon.

Together!: Tag Battler Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your two active pokemon.
Effect: Your pokemon may combine two Moves into one on the slower pokemon’s turn if the faster of the two pokemon moved to the back of the queue on their turn. The Moves must both be the same Elemental type. The Moves must not be self-targeting moves. The Moves must both be able to legally target the target
according to each Move’s Range. The Move’s Accuracy Check is the average of the two Moves’ Accuracy Checks. The Damage Dice Roll is both of the Moves’ Damage Dice Rolls combined. Treat the Frequencies of the Moves chosen as you would if you weren’t combining Moves. All Effects are added to the new, combined Move. Name the Move whatever you’d like.

Trainer Features

Combine Them!: Tag Battler Feature
Prerequisites: Tag Battler
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your two active pokemon.
Effect: Your pokemon may combine two Moves into one on the slower pokemon’s turn if the faster of the two pokemon moved to the back of the queue on their turn. The Moves must not be self-targeting moves. If the Moves are not the same Elemental Type treat them as the ??? Elemental Type, which always hits a target for neutral damage. The Moves must both be able to legally target the target according to each Move’s Range. The Move’s Accuracy Check is the average of the two Moves’ Accuracy Checks. The Damage Dice Roll is both of the Moves’ Damage Dice Rolls combined. Treat the Frequencies of the Moves chosen as you would if you weren’t combining Moves. All Effects are added to the new, combined Move. Name the Move whatever you’d like.

Brace Each Other!: Tag Battler Feature
Prerequisites: Tag Battler
Static
Target: Your two adjacent active pokemon.
Effect: As long as your two active pokemon are adjacent, neither can suffer Push damage nor be Pushed. If your pokemon are adjacent to you, you cannot be Pushed nor suffer Push damage either.

Energy Gifting: Tag Battler Feature
Prerequisites: Tag Battler, 15 CON
Daily - Every 4 levels gained, you may perform this Feature another time per day.
Target: Your two adjacent active pokemon.
Effect: Roll 1d20 and add you CON modifier. If you roll higher than 15, one pokemon may subtract as many point of HP from it’s HP as you’d like it to. For each HP subtracted, your other pokemon gains that many HP.

I’ll Take It From Here : Tag Battler Feature
Prequesites: Tag Battler
Static
Target: Your two adjacent active pokemon.
Effect: When one of your pokemon is Trapped, the other active pokemon may take its place and become Trapped, replacing the original Trapped pokemon on the field.

Taking One For A Friend: Tag Battler Feature
Prerequisites: Tag Battler, Level 8
Daily - Every 8 levels gained, you may perform this Feature another time per day.
Trigger: One of your two adjacent active pokemon is targeted by a Move.
Effect: Roll 1d20 and add you CON modifier. If you roll higher than 15, the active pokemon who was not
targeted may intercept the Move for the targeted pokemon. If the move’s area of effect still hits both
pokemon, the pokemon who is intercepting the hit may take both sets of damage before applying Defense or Special Defense.

Taking One For A Friend +: Tag Battler Feature
Prerequisites: Tag Battler, Level 8
Daily - Every 8 levels gained, you may perform this Feature another time per day.
Trigger: One of your adjacent active pokemon or ally’s pokemon is targeted by a Move.
Effect: Roll 1d20 and add you CON modifier. If you roll higher than 15, the active pokemon who was not
targeted may intercept the Move for the targeted pokemon. If the move’s area of effect still hits both
pokemon, the pokemon who is intercepting the hit may take both sets of damage before applying Defense or Special Defense. This Feature replaces Taking One For A Friend.

Spirit Boost: Tag Battler Feature
Prequesites: Tag Battler
Static
Target: Your two adjacent active pokemon.
Effect: When one of your pokemon uses a Move that raises one it’s Combat Stages, the adjacent ally gains those same Combat Stage bonuses on a roll of 16 or higher on 1d20.

Spirit Boost +: Tag Battler Feature
Prequesites: Tag Battler, Spirit Boost
Static
Target: Your two adjacent active pokemon or your pokemon and your ally’s pokemon.
Effect: When one of your pokemon uses a Move that raises one it’s Combat Stages, the adjacent ally gains those same Combat Stage bonuses on a roll of 16 or higher on 1d20. This Feature replaces Spirit Boost.

Tag Buff: Tag Battler Feature
Prerequisites: Tag Battler, 14 CON
At-Will
Target: Your one active pokemon while you are in a trainer battle with allies.
Effect: Once per encounter, you may have your pokemon skip its turn to raise each of your active ally’s pokemon’s Combat Stages 1 level depending on which of your active pokemon’s highest stat, other then HP, is. Your must roll higher then 15, when rolling 1d20 and adding your CON modifier for this effect to be
successful.

Team Spirit +: Tag Battler Feature
Prerequisites: Tag Battler, 6 Badges
Static
Target: Your two active pokemon.
Effect: Each of your pokemon are treated as if one of their Combat Stages are raised 2 Combat Stages. The Combat Stages raised depends on what the highest stat of your other active pokemon is, ignoring HP. If one of your active pokemon’s highest stat, ignoring HP, is Attack, the other active pokemon’s Attack will be treated as if it is raised 2 Combat Stages. When switching, the Combat Stages are lowered and then rose again depending on the stats of each active pokemon.

With Them!: Tag Battler Feature
Prerequisites: Tag Battler
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your one active pokemon while you are in a trainer battle with allies.
Effect: Your pokemon and one of your ally’s pokemon may combine two Moves into one on the slower pokemon’s turn if the faster of the two pokemon moved to the back of the queue on their turn. The Moves must both be the same Elemental type. The Moves must not be self-targeting moves. The Moves must both be able to legally target the target according to each Move’s Range. The Move’s Accuracy Check is the average of the two Moves’ Accuracy Checks. The Damage Dice Roll is both of the Moves’ Damage Dice Rolls combined. Treat the Frequencies of the Moves chosen as you would if you weren’t combining Moves. All Effects are added to the new, combined Move. Name the Move whatever you’d like.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 6:07 pm


Ace Trainer Advanced Class: Type Ace


Special: When taking this class, you must select a Pokemon Elemental Type. Specify which type you've selected somewhere next to where you place the Type Ace in your character's profile.

Prerequisites

Ace Trainer, 6 of the same Type Pokemon Cataloged in Pokedex

Bonuses

+1 CON

Initial Features

Type Training: Type Ace Feature
Static
Trigger: Your chosen type pokemon gains experience points.
Effect: Each of your chosen type pokemon gains 1.5x the amount of experience they would gain normally. This replaces the amount of experience they would normally gain. This Feature replaces Improved Training for the pokemon of the chosen type.

Improved Type Attacks: Type Ace Feature
Static
Trigger: Your pokemon’s chosen type damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add a STAB dice roll to the total. If your pokemon does not normally receive the STAB bonus, they roll one die, if you already receive the STAB bonus, add an additional die.

Trainer Features

Elemental Shifting: Type Ace Feature
Prerequisites: Type Ace, Type Soul, 16 CON
At-Will
Target: A pokemon.
Effect: Lose HP equal to your CON modifier. X is your CON modifier multiplied by 10 seconds, or your CON modifier multiplied by 1 round. The target temporarily gains the Type you feel bound to. If it has 2 Types already, temporarily replace one of their types. It becomes that Type for X.

Elemental Sync: Type Ace Feature
Prerequisites: Type Ace, Type Soul
Static – Activate once.
Target: A pokemon.
Effect: Lose half of your full HP. You cannot regain those HP for 2 days. Elemental Sync takes approximately 10 hours to complete. The targeted pokemon is now permanently the Type you feel bound to. If this
pokemon is two Types, one of its Types is permanently replaced. The pokemon’s physical appearance is altered appropriately. You may not use Elemental Sync to change a pokemon’s type so that is both Dark and Ghost. You can take Elemental Sync up to 3 times.

Gym Leader: Type Ace Feature
Prerequisites: Type Ace, 10 Badges, Level 20, facilities (25,000 )
Static
Effect: You take on the responsibilities of a Gym Leader, you must accept challenges at least one a week. If you lose, you must give the victor a Gym Badge. You don’t need to remain in your facility’s location to accept challenges, but you do need to let those at your facilities know where you are to forward challengers. Each week you are issued 3000 for your services as a Gym Leader and to create Badges, which can only be done at your facilities for 850. You are only paid weekly if you accept at least 3 challenges. You may not take Gym Leader more then once, even if you have taken Type Ace twice. Add 2 to your CHA stat.

Improved Type Attacks +: Type Ace Feature
Prerequisites: Type Ace, 16 CON
Static
Trigger: Your pokemon’s chosen type damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add 2 STAB dice roll to the total. If your pokemon does not normally receive the STAB bonus, they roll one die, if you already receive the STAB bonus, add an additional die. This Feature replaces Improved Type Attacks.

Move Shift: Type Ace Feature
Prerequisites: Type Ace, Type Soul
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: A pokemon’s damage dealing Move.
Effect: Lose HP equal to your CON modifier doubled. The Move’s Type temporarily becomes the Type you feel bound to for that use.

Soulbound: Type Ace Feature
Prerequisites: Type Ace, an Arms Feature, Type Soul, 18 CON
Static
Effect: Your attacks can deal damage based on the Type you feel bound to by subtracting HP equal to your CON modifer. Apply weakness, resistance and immunities. Once you have Soulbound, you may not take any Modifier Arms Features. If you already had a Modifier Arms Feature, Soulbound replaces it.


Superior Typing: Type Ace Feature
Prerequisites: Type Ace, Badge from a Gym Leader who used same-as-chosen-type
Static
Target: Your pokemon of your chosen type.
Effect: When your foe uses attacks of your chosen type they do not roll STAB dice.

Superior Typing +: Type Ace Feature
Prerequisites: Type Ace, Superior Typing
Static
Target: Your pokemon of your chosen type.
Effect: When your foe uses attacks of your chosen type they do not roll STAB dice. When your foe uses Moves of your chosen type they cannot Critical Hit or kill your chosen typed pokemon with those Moves. This Feature replaces Superior Typing.

Type Soul: Type Ace Feature
Prerequisites: Type Ace, 5 same-as-chosen-typed pokemon above level 10
Static
Target: Self.
Effect: You feel bound to that Elemental Type, but are not obligated to only use that type. You can sense
pokemon of that type nearby; 5-meters multiplied by your STR modifier. You can also sense that Type in Movesets of pokemon; 5-meters multiplied by your CON modifer. You may not take Type Soul more then once, even if you have taken Type Ace twice.
With The Elements: Type Ace Feature
Prerequisites: Type Ace, 10 same-as-chosen-typed pokemon above level 10
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere on a route.
Effect: A same-as-chosen-typed wild pokemon appears in a group.
PostPosted: Sun Jan 02, 2011 6:15 pm


Trainer Class: Breeder


Some trainers realize the value of raising a pokemon from a young age in order to build a better bond with their allies and friends. Breeders emphasize the importance of raising a pokemon from birth, not as a friend, but as their own children. Breeders hatch eggs very quickly and can actually coerce their pokemon to produce multiple eggs. The most noticeable talent a breeder shows is the fact that their pokemon are naturally born with more power then the average pokemon. Some even grow more powerful then any other in its species. Their pokemon are born with the courage and strength to pull them through any situation.

Prerequisites

13 CHA, 13 WIS

Bonuses

+1 CHA, +1 WIS, -2 DEX

Advanced Classes

Chef, Evolver, Hatcher, Medic, Pusher, Trader

Initial Features

Egg Factory: Breeder Feature
Static
Target: Eggs in the possession of the Breeder.
Effect: You may make up to 7 different Breeding Checks per day; the check for Breeding is 35 instead of 25; and when making Breeding Checks, your rolls are not penalized if your Pokemon spend less then 12 hours together. Your Pokemon must still have at least 8 hours together.

Natural Edge: Breeder Feature
Daily
Target: A hatching egg.
Effect: Add half of your CHA modifier to any of the pokemon’s base stat and add half of your WIS modifier to any different base stat of the same pokemon. This becomes your pokemon’s new base stats.

Trainer Features

Age Never Mattered: Breeder Feature
Prerequisites: Breeder, CHA 19
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon who are breeding.
Effect: Roll 1d20 and add your CHA modifier. If the result is higher than 20, ignore the Level Difference
penalty when making the Breeding Check.

Age Never Mattered +: Breeder Feature
Prerequisites: Breeder, 3 eggs produced when the Level Difference penalty was over 20
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon who are breeding.
Effect: Ignore the Level Difference penalty when making the Breeding Check. This Feature replaces Age Never Mattered.

Breed: Breeder Feature
Prerequisites: Breeder, CHA 21, WIS 21
Daily
Target: Two pokemon who are compatible for breeding.
Effect: Give the targets at least 12 hours of time alone, they will be guaranteed to produce an egg.

Breed +: Breeder Feature
Prerequisites: Breeder, Breed, must have hatched 15 eggs
Daily
Target: Two pokemon who are compatible for breeding.
Effect: Give the targets at least 6 hours of time alone, they will be guaranteed to produce an egg. This Feature replaces Breed.

Double Time: Breeder Feature
Prerequisites: Breeder
Daily
Target: Pokemon who are breeding.
Effect: After 30 minutes of private time, you can make a Breeding Check while ignoring the Time penalty.

Egg Hatcher: Breeder Feature
Prerequisites: Breeder
Static
Target: Eggs in the possession of the Breeder.
Effect: Eggs hatch at ¾ of the rate they usually would.

Egg Hatcher +: Breeder Feature
Prerequisites: Breeder, 18 CHA
Static
Target: Eggs in the possession of the Breeder.
Effect: Eggs hatch at ½ of the rate they usually would. The Feature replaces Egg Hatcher.

Egg Sale: Breeder Feature
Prerequisites: Breeder, CHA 18
Daily – Every 3 levels gained, you may perform this Feature another time per day.
Target: Cashiers at Pokemart.
Effect: Roll 1d20 and add your CHA modifier. Multiply the result by 10. You may sell 1 Egg for the product at the Pokemart.

Fertile Encouragement: Breeder Feature
Prerequisites: Breeder, CHA 16
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon who are breeding.
Effect: Roll 1d6 and add your CHA modifier. Subtract this number from the Breeding Check to see if an egg is produced.

Litters: Breeder Feature
Prerequisites: Breeder, WIS 17, a pokemon who has helped to make at least 2 eggs
Daily
Target: Pokemon who are breeding.
Effect: Roll 1d4. The roll represents how many eggs are produced after breeding if the breeding was
successful.

Litters +: Breeder Feature
Prerequisites: Breeder, Litters, a pokemon who has produced 4 eggs at once
Daily
Target: Pokemon who are breeding.
Effect: Roll 1d6 and add 1. The roll represents how many eggs are produced after breeding if the breeding was successful.

Mood Setter: Breeder Feature
Prerequisites: Breeder, WIS 16
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon who are breeding.
Effect: Roll 1d6 and add your WIS modifier. Subtract this number from the Breeding Check to see if an egg is produced.

Natural Edge +: Breeder Feature
Prerequisites: Breeder, 21 WIS, 23 CHA
Daily
Target: A hatching egg.
Effect: Add your CHA modifier to any of the pokemon’s base stat and add your WIS modifier to any different base stat of the same pokemon. This becomes your pokemon’s new base stats. This Feature replaces Natural Edge.

Never Would Have Happened: Breeder Feature
Prerequisites: Breeder, 8 Breeder Features
Daily
Target: 2 opposite gendered pokemon who aren’t in the same egg group.
Effect: Roll 1d20 and add your WIS and CHA modifiers. If the total is higher then 30, they are allowed to breed but must still make a Breeding Check to see if an egg is produced.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 6:31 pm


Breeder Advanced Class: Chef


The Chef is a talented culinary master. This Breeder loves to make food for their friends and their pokemon. They are talented poffin mixers, making high level cakes not even a full team of mixers could make. They are also talented poke block crushers, making vitamins unlike any a normal trainer would make. Food comes easy for a team traveling with a Chef; they can use the world around them to provide for everyone.

Prerequisites

Breeder, 18 WIS

Bonuses

+1 WIS

Initial Features

Natural Cook: Chef Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere on a Route.
Effect: Roll 1d4 and add your WIS modifier. The total represents the amount of food portions you make for humans and or pokemon, feeding them for the whole day.

Energy Boost: Chef Feature
At-Will
Target: Items.
Effect: You create an Energy Drink that provides Trainers with Temporary Hit-Points equal to your WIS modifier x5. The Temporary Hit-Points disappear in 1 hour. It costs 450 to create the Energy Drink.

Trainer Features

Bait: Chef Feature
Prerequisites: Chef, 15 WIS
Daily
Target: Anywhere on a route.
Effect: Roll 1d20 and add you WIS modifier. You create a pile of food and place it somewhere on the route. Depending on how well you roll, a pokemon of varying strength will appear to investigate the source of the food’s smell.

Bait +: Chef Feature
Prerequisites: Chef, Bait, 19 WIS
Daily
Target: Anywhere on a route.
Effect: Roll 1d20 and add you WIS modifier. You create a pile of food and place it somewhere on the route. Depending on how well you roll, a pokemon of varying strength will appear to investigate the source of the food’s smell. If your result is higher then 20, your food can be Poisoned, it can induce Paralysis or it can cause the consumer to fall Asleep. This Feature replaces Bait.

Energy Boost +: Chef Feature
Prerequisites: Chef, 18 WIS
At-Will
Target: Items.
Effect: You create an Energy Drink that provides Trainers with Temporary Hit-Points equal to your WIS modifier x5. The Temporary Hit-Points disappear in 2 hours. It costs 250 to create the Energy Drink. This Feature replaces Energy Boost.

Natural Cook +: Chef Feature
Prerequisites: Chef, 15 WIS
Daily
Target: Anywhere on a Route.
Effect: Roll 1d6 and add your WIS and CHA modifiers. The total represents the amount of food portions you make for humans and or pokemon, feeding them for the whole day. This Feature replaces Natural Cook.

Poffin Mixer: Chef Feature
Prerequisites: Chef, 14 WIS
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Poffin that is being mixed.
Effect: Add your WIS modifer to the value of the Poffin.

Shake Blender: Chef Feature
Prerequisites: Chef, 14 WIS
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Shake that is being blended.
Effect: Add your WIS modifer to the value of the Shake.

Soldier Pills: Chef Feature
Prerequisites: Chef, 18 WIS
Daily
Target: Items.
Effect: You create a Soldier Pill that provides Trainers with enough energy to go 1 day without sleep. After 48 hours without sleep, the item’s consumer loses 15 HP for every hour without sleep. It costs 650 to create a Soldier Pill.

Soldier Pills +: Chef Feature
Prerequisites: Chef, Soldier Pills
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Items.
Effect: You create a Soldier Pill that provides Trainers with enough energy to go 1 day without sleep. After 48 hours without sleep, the item’s consumer loses 10 HP for every hour without sleep. It costs 450 to create a Soldier Pill+. This Feature replaces Soldier Pills.

Soul Food: Chef Feature
Prerequisites: Chef, 16 WIS
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon.
Effect: Roll 1d20 and add your WIS modifier. On a result higher then 15, the pokemon eats food that greatly increases its mood. It costs 150 to use Soul Food.

Vitamins: Chef Feature
Prerequisites: Chef, 20 WIS
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Items.
Effect: Roll 1d6. On a result of 1, you create an HP Up; on a result of 2, you create a Protein; on a result of 3, you create an Iron; on a result of 4, you create a Calcium; on a result of 5, you create a Zinc; on a result of 6, you create a Carbos. It costs 4800 to use the Vitamins Feature.

Vitamins +: Chef Feature
Prerequisites: Chef, Vitamins
Daily
Target: Items.
Effect: Create a HP Up, a Protein, an Iron, a Calcium, a Zinc or a Carbos. It costs 4800 to use the Vitamins + Feature. This Feature does not replace Vitamins.
PostPosted: Sun Jan 02, 2011 6:36 pm


Breeder Advanced Class: Evolver


Some Breeders intuitively know what kind of motivation a pokemon needs to evolve a pokemon at an unnaturally low level of power. The Evolver can coerce their pokemon to grow up at a young age and allow a pokemon to rapidly reach its final level of evolution, increasing its basic level of power without putting as much time into a particular pokemon that a normal trainer would. It is through evolution that a pokemon can reach full maturity; the most mature pokemon make the best partners.

Prerequisites

Breeder, Evolved at least 3 Pokemon

Bonuses

+1 CHA

Initial Features

Early Evolution: Evolver Feature
Static
Target: Pokemon the Breeder owns.
Effect: Your CHA modifier is X. Pokemon who level up by happiness and level requirement may evolve up to X levels earlier if they meet their requirements.

Quick Study: Evolver Feature
Static
Target: Pokemon the Breeder owns.
Effect: Your CHA modifier halved is X. Your pokemon’s attacks learned through level up are learned X levels earlier.

Trainer Features

Ancient Evolution: Evolver Feature
Prerequisites: Evolver, 18 CHA, evolved a pokemon who evolved by knowing a Move
Daily
Target: A Breeder’s pokemon, which can evolve if it knows a Move.
Effect: Roll 1d20 and add your CHA modifier. If the result exceeds 20, the pokemon spontaneously evolves and learns the Move that it would have needed to know in order to evolve. If you fail the check, the pokemon loses 2 levels, and its exp is lowered appropriately for it to be 2 levels under where is just was. Lower stats
appropriately and remove Moves appropriately.

Clocked Evolution: Evolver Feature
Prerequisites: Evolver, 18 CHA, evolved a pokemon based on time
Daily
Target: A Breeder’s pokemon, which can evolve based on the time of day.
Effect: Roll 1d20 and add your CHA modifier. If the result exceeds 20, the pokemon spontaneously evolves. If you fail the check, the pokemon loses 2 levels, and its exp is lowered appropriately for it to be 2 levels under where is just was. Lower stats appropriately and remove Moves appropriately.

Devolve!: Evolver Feature
Prerequisites: Evolver, 22 CHA
Daily
Target: A pokemon.
Effect: You may use this Feature when you successfully damage a pokemon. Roll 1d20 and add your CHA modifier. If the result is greater then 21 and the target has less than 10% of its HP left, it is returned to a
previous stage of its evolutionary line. If the previous stage is known, it is returned to that particular
pokemon. Adjust its stats appropriately, but its Move set is unaltered. That pokemon may not evolve for another 5 levels unless that pokemon is above level 50.

Early Evolution +: Evolver Feature
Prerequisites: Evolver, 18 CHA
Static
Target: Pokemon the Breeder owns.
Effect: Your CHA modifier doubled is X. Pokemon who level up by happiness and level requirement may evolve up to X levels earlier if they meet their requirements. This Feature replaces Early Evolution.

Environ Evolution: Evolver Feature
Prerequisites: Evolver, 18 CHA, evolved a pokemon based on location
Daily
Target: A Breeder’s pokemon, which can evolve based on location.
Effect: Roll 1d20 and add your CHA modifier. If the result exceeds 20, the pokemon spontaneously evolves. If you fail the check, the pokemon loses 2 levels, and its exp is lowered appropriately for it to be 2 levels under where is just was. Lower stats appropriately and remove Moves appropriately.

Elemental Evolution: Evolver Feature
Prerequisites: Evolver, 18 CHA, evolved a pokemon with an Elemental Stone
Daily
Target: A Breeder’s pokemon, which can evolve through the use of an Elemental Stone.
Effect: Roll 1d20 and add your CHA modifier. If the result exceeds 20, the pokemon spontaneously evolves. If you fail the check, the pokemon loses 2 levels, and its experience is lowered appropriately for it to be 2 levels under where it just was. Lower stats appropriately and remove Moves appropriately

Evolve!: Evolver Feature
Prerequisites: Evolver, evolved at least 5 pokemon
Daily
Target: The roll made during a check made with an Evolver Feature.
Effect: Add your CHA modifier to the check.

Evolve! +: Evolver Feature
Prerequisites: Evolver, Evolve!
Daily
Target: The roll made during a check made with an Evolver Feature.
Effect: Add your CHA modifier doubled to the check. This Feature replaces Evolve!

Keepsake Builder: Evolver Feature
Prerequisites: Evolver, evolved a pokemon that used a held item to evolve
At-Will
Target: Items.
Effect: You can 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 1000 to use the Keepsake Builder Feature.

Keepsake Evolution: Evolver Feature
Prerequisites: Evolver, 18 CHA, evolved a pokemon that used a held item to evolve
Daily
Target: A Breeder’s pokemon, which can evolve through the use of Held Items.
Effect: Roll 1d20 and add your CHA modifier. If the result exceeds 20 and the pokemon has met the level minimum requirement, the pokemon spontaneously evolves. If you fail the check, the pokemon loses 2 levels, and its exp is lowered appropriately for it to be 2 levels under where is just was. Lower stats appropriately and remove Moves appropriately.

Quick Study +: Evolver Feature
Prerequisites: Evolver, 16 CHA
Static
Target: Pokemon the Breeder owns.
Effect: Your CHA modifier is X. Your pokemon’s attacks learned through level up are learned X levels earlier. This Feature replaces Quick Study.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 6:46 pm


Breeder Advanced Class: Hatcher


The Hatcher takes a great deal of pride in their pokemon’s eggs. They practice warming eggs in an unrivaled fashion, which can hatch a newly acquired egg in less than a few days. Their care for their eggs greatly influence the potential of their baby pokemon and can prove to make the Breeder’s babies greatly stronger as they grow up.

Prerequisites

Breeder, Hatched at least 5 Eggs, Egg Hatcher

Bonuses

+1 CHA

Initial Features

This Is How You Do It, Son: Hatcher Feature
Static
Target: A Pokemon you’ve hatched, within at least 2 meters of one of its parents.
Effect: When the parent Pokemon gains Experience Points, instead it gains half of the experience points it would have gained, then the target gains the other half of the experience points. If both parents of a particular target are nearby, you may only use This Is How You Do It, Son’s Effect once.

Egg Advantage: Hatcher Feature
Daily
Target: A hatching egg.
Effect: Your CHA modifier halved is X. The hatching pokemon learns up to X Egg Moves, regardless of its parents’ move sets. These Egg Moves are decided at random. You can only have one instance of any attack. If a pokemon has fewer Egg Moves then X modifier, they learn all of their Egg Moves.

Trainer Features

Attitude Blinders: Hatcher Feature
Prerequisites: Hatcher, CHA 18
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A hatching egg.
Effect: Roll 1d20 and add your CHA modifier. If the result is higher than 15, choose 5 Natures and assign each to the numbers 2, 3, 4, 5, 6. Roll 1d6; on a result of 1, Attitude Blinders fails; on a result of 2-6, give the hatching egg the assigned Nature.

Attitude Blinders +: Hatcher Feature
Prerequisites: Hatcher, Attitude Blinders
Daily
Target: A hatching egg.
Effect: Roll 1d20 and add your CHA modifier. If the result is higher than 20, choose a nature and give the hatching pokemon the assigned Nature. This Feature replaces Attitude Blinders.

Birthrights: Hatcher Feature
Prerequisites: Hatcher, CHA 16
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A hatching egg.
Effect: Roll 1d20 and add your CHA modifier. If the result is higher than 20, the pokemon hatches with any Ability of your choice.

Chain Hatching: Hatcher Feature
Prerequisites: Hatcher, has had 2 eggs hatch within 10 minutes of each other
Daily – Every 3 levels gained, you may perform this Feature another time per day.
Target: An egg that was near a hatching egg and has half or less of its usual hatching time left.
Effect: Generate a random number between one and two. If it is a 1, the target egg hatches.

Egg Advantage +: Hatcher Feature
Prerequisites: Hatcher, 17 WIS, 17 CHA
Daily
Target: A hatching egg.
Effect: Your CHA modifier is X. The hatching pokemon learns up to X Egg Moves, regardless of its parents’ move sets. These Egg Moves are decided at random. You can only have one instance of any attack. If a pokemon has fewer Egg Moves then X modifier, they learn all of their Egg Moves. The Feature replaces Egg Advantage.

Egg Index: Hatcher Feature
Prerequisites: Hatcher, 14 WIS
At-Will
Target: An egg.
Effect: You know what pokemon will hatch from any egg by looking at it. Legendary eggs can’t be identified.

Egg Move Tutor: Hatcher Feature
Prerequisites: Hatcher, 24 CHA
Daily
Target: An unevolved pokemon who can learn an egg move.
Effect: Roll 1d20 and add your CHA modifier. If the result is higher than 25, the target can be taught an egg move it has not yet learned.
PostPosted: Sun Jan 02, 2011 6:55 pm


Breeder Advanced Class: Medic


When battling, a pokemon is commonly injured which requires a visit to a pokemon center shortly afterward. Breeders who start practicing basic medical work can find a warm welcome to any traveling party. Routes that last a few days can see no form of medical attention for a trainer’s pokemon, which can potentially kill a severally poisoned or injured pokemon. A Medic can treat wounded and afflicted pokemon at the cost of some medical supplies and herbs that earth gives them from the surrounding area.

Prerequisites

Breeder, Field First Aid Kit (650)

Bonuses

+1 WIS

Initial Features

Treat Minor Wounds: Medic Feature
At-Will
Target: Pokemon or Trainers.
Effect: Pay 150 then heal the target 20 HP.

Calming Herbs: Medic Feature
At-Will
Target: A Paralyzed Pokemon.
Effect: Pay 100 then roll 1d20. If your roll added to your WIS modifier exceeds 10, the target is no longer Paralyzed.

Trainer Features

Diluting Herbs: Medic Feature
Prerequisites: Medic, 14 WIS
At-Will
Target: A Poisoned Pokemon.
Effect: Pay 100 then roll 1d20. If your roll added to your WIS modifier exceeds 10, the target is no longer Poisoned.

Freezing Herbs: Medic Feature
Prerequisites: Medic, 16 WIS
At-Will
Target: A Burnt Pokemon.
Effect: Pay 100 then roll 1d20. If your roll added to your WIS modifier exceeds 10, the target is no longer Burnt.

Herbs Mixer: Medic Feature
Prerequisites: Medic, 3 Medic Features with the word Herbs in the title
At-Will
Target: A Roll made while using an Herbs Medic Feature.
Effect: You may re-roll the roll made while using a Feature with Herbs, once. You may not target the same Feature more then once per its use. If the roll fails after using Herbs Mixer, you will need to pay the Feature’s price again before using Herbs Mixer to target that Feature again.

Restore Strength: Medic Feature
Prerequisites: Medic, 14 WIS
At-Will
Target: A Pokemon.
Effect: Pay 200 . Treat the target pokemon as if they have not used any Center Frequency Moves since their last Pokemon Center visit.

Stabilize: Medic Feature
Prerequisites: Medic
At-Will
Target: A Trainer.
Effect: When a Trainer suffered an injury that renders them immobile due to a broken bone, a torn ligament, etc. or is constantly losing HP pay 550 . The Trainer’s HP stops falling and they can be moved again, they will still need assistance moving.

Thawing Herbs: Medic Feature
Prerequisites: Medic, 17 WIS
At-Will
Target: A Frozen Pokemon.
Effect: Pay 100 then roll 1d20. If your roll added to your WIS modifier exceeds 10, the target is no longer Frozen.

Treat Major Wounds: Medic Feature
Prerequisites: Medic, Treat Wounds, 16 WIS
At-Will
Target: Pokemon or Trainers.
Effect: Pay 150 then heal the target 65 HP. This Feature replaces Treat Wounds.

Treat Serious Wounds: Medic Feature
Prerequisites: Medic, Treat Major Wounds, 19 WIS
At-Will
Target: Pokemon or Trainers.
Effect: Pay 125 then heal the target 80 HP. This Feature replaces Treat Major Wounds.

Treat Wounds: Medic Feature
Prerequisites: Medic
At-Will
Target: Pokemon or Trainers.
Effect: Pay 175 then heal the target 45 HP. This Feature replaces Treat Minor Wounds.

Waking Herbs: Medic Feature
Prerequisites: Medic, 15 WIS
At-Will
Target: A Pokemon who is Asleep.
Effect: Pay 100 then roll 1d20. If your roll added to your WIS modifier exceeds 10, the target is no longer Asleep.

Emergency Treatment: Medic Feature
Prerequisites: Medic, 22 WIS
Daily
Target: A Trainer or pokemon who failed their Injury saving throw.
Effect: Pay 1500 . They may re-roll that savings throw and subtract your Wisdom Stat from their roll.

Emergency Treatment +: Medic Feature
Prerequisites: Medic, Emergency Treatment
Daily
Target: A Trainer or pokemon who failed their Injury saving throw.
Effect: Pay 1000 . They may re-roll that savings throw and subtract your Wisdom Stat from their roll. This Feature replaces Emergency Treatment.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 6:57 pm


Breeder Advanced Class: Pusher


It is not common knowledge how Technical Machines came to be. The Pusher is aware of their origin and can use their knowledge to push their pokemon into learning a move, normally only learned through the
injection of a TM, during level up. Pushers are much like the Move Tutors in this sense. Even further, a pokemon may learn a move, which it is undocumented to have learned when trained by this variety of Breeder. It can be a deadly surprise to encounter a foes’ Charizard who suddenly lets loose a Water Pulse from its mouth.

Prerequisites

Breeder, Used at least 10 TMs on their own Pokemon

Bonuses

+1 WIS

Initial Features

Weather Pushing: Pusher Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, chose a TM that the target pokemon can learn that affects the weather on the field. Teach the target that TM as if you had used a TM. Once you
successfully use Weather Pushing on a pokemon, Weather Pushing may not target that pokemon ever again.

Status Pushing: Pusher Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, chose a TM that the target pokemon can learn that inflicts a status effect. Teach the target that TM as if you had used a TM. Once you successfully use Status Pushing on a pokemon, Status Pushing may not target that pokemon ever again.

Trainer Features

Curse Pushing: Pusher Feature
Prerequsites: Pusher, a pokemon with the Move Curse
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, the pokemon learns the Move, Curse. Once you successfully use Curse Pushing on a pokemon, Curse Pushing may not target that pokemon ever again.

Elemental Unlock: Pusher Feature
Prerequsites: Pusher, 21 WIS
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 20, chose an Elemental Type that the target pokemon is not. That pokemon can now learn TMs of that Elemental Type, regardless of its other types. Once you successfully use Elemental Unlock on a pokemon, Elemental Unlock may not target that pokemon ever again.

Exhaust Pushing: Pusher Feature
Prerequsites: Pusher, a pokemon with the Move Hyper Beam or Giga Impact
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, chose either TM 15 or TM 68 as long as the target pokemon can learn either of those TMs. Teach the target that TM as if you had used a TM. Once you successfully use Exhaust Pushing on a pokemon, Exhaust Pushing may not target that pokemon ever again.

HM Smith: Pusher Feature
Prerequsites: Pusher, 20 WIS, used an HM before
Daily
Target: A TM.
Effect: Pay 12,000 . Change a TM in to an HM.

Physical Pushing: Pusher Feature
Prerequsites: Pusher, a pokemon with an Attack stat of 30 or higher
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, chose TM 23, 26, 27, 31, 40, 65, 80, 81 or 84 as long as the target pokemon can learn that TM. Teach the target that TM as if you had used a TM. Once you successfully use Physical Pushing on a pokemon, Physical Pushing may not target that pokemon ever again.

Special Pushing: Pusher Feature
Prerequsites: Pusher, a pokemon with a Special Attack stat of 30 or higher
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, chose TM 13, 24, 29, 35, 53, 59, 79 or 95 as long as the target pokemon can learn that TM. Teach the target that TM as if you had used a TM. Once you successfully use Special Pushing on a pokemon, Special Pushing may not target that pokemon ever again.

Stage Pushing: Pusher Feature
Prerequsites: Pusher, a pokemon with 2 Moves that raise Combat Stages
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, chose a TM that the target pokemon can learn that can raise the user’s Combat Stages. Teach the target that TM as if you had used a TM. Once you successfully use Stage Pushing on a pokemon, Stage Pushing may not target that pokemon ever again.

TM King: Pusher Feature
Prerequsites: Pusher, TM Smith, TM Pushing
Static
Target: Pusher Features.
Effect: Remove the following line from TM Maker’s Effect: “You may not create the same TM more than once with this Feature.” Remove the following line from TM Smith’s Effect: “You may not create a TM with the same Move more than once with this Feature.” Remove the following line from TM Pushing’s Effect: “You may never select that TM again with TM pushing.”

TM Maker: Pusher Feature
Prerequsites: Pusher, 18 WIS, successfully used Pusher Features at least 10 times
Daily
Target: Items.
Effect: Pay 1500 , roll 1d20 and add your WIS modifier. If the total exceeds 20, chose a TM you’ve Pushed onto a pokemon. You create that TM. You may not create the same TM more than once with this Feature.

TM Pushing: Pusher Feature
Prerequsites: Pusher, 16 WIS
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, chose a TM from TMs 1 to 101 that the target pokemon can learn. Teach the target that TM as if you had used a TM. You may never select that TM again with TM pushing.

TM Smith: Pusher Feature
Prerequsites: Pusher, TM Maker
Daily
Target: Items.
Effect: Pay 1500 , roll 1d20 and add your WIS modifier. If the total exceeds 20, chose a Move that isn’t on the TM list that one of your pokemon can perform. You create a TM with that Move. Give it any number above 101. You may not create a TM with the same Move more than once with this Feature.

Tutor Pushing: Pusher Feature
Prerequsites: Pusher, 16 WIS
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, chose a Move from the Tutor Move list that the target pokemon can learn. Teach the target that Tutor Move as if you had used a TM. You may never select that Move again with Tutor Pushing.
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