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- Super Nerd
- Advanced Feature
- Prerequisites: Researcher, 20 INT
- Ability Bonus: Intelligence Bonuses: +1 INT
- Class Features:
- Cost Optimization, Motion Calculations
- Base Features
- Cost Optimization: Super Nerd Feature (Trainer Action – League Illegal)
- Pre-requisites: Super Nerd
- Daily – Every 10 levels gained, you may perform this Feature another time
- Target: A Trainer attempting a feature with a monetary cost
- Effect: Roll 1d20 and add your INT modifier. If the roll exceeds 20, the Trainer may attempt the feature at 80% of its original cost.
- Motion Calculations: Super Nerd Feature (Trainer Action – League Permitted)
- Daily – Every 5 levels gained, you may perform this Feature another time
- Target: A Ranged move your Pokémon knows
- Effect: Roll 1d20 and add your INT modifier. If the total exceeds 20, on your next turn, the Pokémon’s Accuracy roll for that move will require 2 less to hit. A roll of 1 will still miss, even if the decrease would otherwise permit it.
- Super Nerds are rare to be bested in the fields of math and physics. While others may ridicule them for it, their unrivaled passion not only spurs them to learn all they can in the fields, but to apply and share their knowledge wherever possible. Others might laugh at their ability to run off the Laws of Motion from memory, but the laughter will come to an abrupt halt when the Laws of Motion are thoroughly taken advantage of to send their Pokémon hurtling into unconsciousness.
- Acceleration!: Super Nerd Feature (Trainer Action, League Permitted)
- Pre-requisites: Super Nerd
- Daily – Every 8 levels gained, you may perform this feature another time
- Target: A Melee-ranged move with the “Dash” keyword your Pokémon knows
- Effect: Roll 1d20 and add your INT modifier. If the total exceeds 15, on your Pokémon’s next turn, the selected move deals an additional Xd10 damage, where X is half of your WIS modifier.
- Cost Optimization +: Super Nerd Feature (Trainer Action – League Illegal)
- Pre-requisites: Super Nerd, Cost Optimization, used Cost Optimization five times successfully
- Daily – Every 10 levels gained, you may perform this Feature another time
- Target: A Trainer attempting a feature with a monetary cost
- Effect: Roll 1d20 and add your INT modifier. If the roll exceeds 20, the Trainer may attempt the feature at 60% of its original cost. This feature replaces Cost Optimization.
- Effective Force Application: Super Nerd Feature (Trainer Action – League Permitted)
- Pre-requisites: Super Nerd
- Daily – Every 8 levels gained, you may perform this Feature another time
- Target: A Melee-ranged move that consults the user’s Weight Class
- Effect: Roll 1d20 and add your INT modifier. If the total exceeds 20, on your Pokémon’s next turn, the Pokémon is treated as if its Weight Class is increased by an amount equal to half the user’s WIS modifier, up to Weight Class 6.
- Impart Knowledge: Super Nerd Feature (Trainer Action – League Illegal)
- Pre-requisites: Super Nerd, Latent Knowledge
- Daily – Every 10 levels gained, you may perform this Feature another time
- Target: Your Pokémon whose move was targeted by Acceleration!, Effective Force Application, Motion Calculations (+), Optimized Motion Transfer, or What Comes Up Must Come Down
- Effect: Select a feature that you used on a Pokémon’s move. Roll 1d20 and add your INT modifier. If the roll exceeds 20, the Pokémon becomes able to use that feature at a Daily frequency when using the targeted move as a Free Action. When doing so, it must roll the check itself, adding its Intelligence capability to the check. A Pokémon may only possess one affected by Mathematics Tutor at any one time.
- Latent Knowledge: Super Nerd Feature (Static – League Permitted)
- Pre-requisites: Super Nerd, 5 Super Nerd Features
- Static
- Trigger: You use a Super Nerd Feature
- Effect: Add half of your WIS modifier to your roll.
- Motion Calculations +: Super Nerd Feature (Trainer Action – League Permitted)
- Pre-requisites: Super Nerd, used Motion Calculations ten times successfully
- Daily – Every 5 levels gained, you may perform this Feature another time
- Target: A Ranged move your Pokémon knows
- Effect: Roll 1d20 and add your INT modifier. If the total exceeds 20, on your Pokémon’s next turn, the Accuracy roll for that move will require X less to hit, where X is your WIS modifier halved. A roll of 1 will still miss, even if the decrease would otherwise permit it. This feature replaces Motion Calculations.
- Optimized Motion Transfer: Super Nerd Feature (Trainer Action – League Permitted)
- Pre-requisites: Super Nerd
- Daily – Every 8 levels gained, you may perform this Feature another time
- Target: A Melee-ranged, single target move your Pokémon knows
- Effect: Roll 1d20 and add your INT modifier. If the total exceeds 15, on your Pokémon’s next turn, the selected move gains the “Push” keyword. A Pokémon pushed as a result of this feature are pushed back 3 meters; if they are pushed into Blocking Terrain, it takes an additional 2d10 damage. If the target is pushed into another Legal Target, instead, both take 1d10. This feature stacks with moves that already have the “Push” keyword.
- Quick Crunch: Super Nerd Feature (Free Action – League Permitted)
- Pre-requisites: Super Nerd, Latent Knowledge
- Daily – Every 15 levels gained, you may use this feature another time
- Target: Self
- Effect: You may attempt to use two Super Nerd features in a single Trainer action. This feature may only be used once per turn.
- Read Like A Book!: Super Nerd Feature (Free Action, League Permitted)
- Pre-requisites: Super Nerd, Game Plan or Game Plan +, Latent Knowledge
- Daily
- Trigger: A Trainer or Pokémon uses a move or feature that deals damage or inflicts a status ailment
- Effect: Roll 1d20 and add your INT modifier. If the result exceeds 25, you may use Game Plan or Game Plan + as an Interrupt. This depletes a use of Game Plan as well as this feature’s use, regardless of whether or not the feature is successful.
- What Comes Up Must Come Down: Super Nerd Feature (Trainer Action, League Permitted)
- Pre-requisites: Super Nerd, Motion Calculations +
- Daily – Every 8 levels gained, you may perform this feature another time
- Target: A Ranged move your Pokémon knows
- -Launch an attack upwards to hit the opponent that does Xd10 additional damage, where X is half of your WIS modifier; then roll 1d20 and add your INT modifier; if the result is less than 20, the attack requires 2 extra to hit on the Accuracy Check.
- Cross-Classing Pre-Requisites:
- -Engineer
- -Pusher, 18 INT
- -Smart Teacher, 18 INT
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