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Botherer

Super Nerd

Aug 13th, 2011
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  1. Super Nerd
  2.  
  3. Advanced Feature
  4. Prerequisites: Researcher, 20 INT
  5. Ability Bonus: Intelligence Bonuses: +1 INT
  6. Class Features:
  7. Cost Optimization, Motion Calculations
  8.  
  9. Base Features
  10.  
  11. Cost Optimization: Super Nerd Feature (Trainer Action – League Illegal)
  12. Pre-requisites: Super Nerd
  13. Daily – Every 10 levels gained, you may perform this Feature another time
  14. Target: A Trainer attempting a feature with a monetary cost
  15. 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.
  16.  
  17. Motion Calculations: Super Nerd Feature (Trainer Action – League Permitted)
  18. Daily – Every 5 levels gained, you may perform this Feature another time
  19. Target: A Ranged move your Pokémon knows
  20. 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.
  21.  
  22. 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.
  23.  
  24. Acceleration!: Super Nerd Feature (Trainer Action, League Permitted)
  25. Pre-requisites: Super Nerd
  26. Daily – Every 8 levels gained, you may perform this feature another time
  27. Target: A Melee-ranged move with the “Dash” keyword your Pokémon knows
  28. 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.
  29.  
  30. Cost Optimization +: Super Nerd Feature (Trainer Action – League Illegal)
  31. Pre-requisites: Super Nerd, Cost Optimization, used Cost Optimization five times successfully
  32. Daily – Every 10 levels gained, you may perform this Feature another time
  33. Target: A Trainer attempting a feature with a monetary cost
  34. 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.
  35.  
  36. Effective Force Application: Super Nerd Feature (Trainer Action – League Permitted)
  37. Pre-requisites: Super Nerd
  38. Daily – Every 8 levels gained, you may perform this Feature another time
  39. Target: A Melee-ranged move that consults the user’s Weight Class
  40. 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.
  41.  
  42. Impart Knowledge: Super Nerd Feature (Trainer Action – League Illegal)
  43. Pre-requisites: Super Nerd, Latent Knowledge
  44. Daily – Every 10 levels gained, you may perform this Feature another time
  45. Target: Your Pokémon whose move was targeted by Acceleration!, Effective Force Application, Motion Calculations (+), Optimized Motion Transfer, or What Comes Up Must Come Down
  46. 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.
  47.  
  48. Latent Knowledge: Super Nerd Feature (Static – League Permitted)
  49. Pre-requisites: Super Nerd, 5 Super Nerd Features
  50. Static
  51. Trigger: You use a Super Nerd Feature
  52. Effect: Add half of your WIS modifier to your roll.
  53.  
  54. Motion Calculations +: Super Nerd Feature (Trainer Action – League Permitted)
  55. Pre-requisites: Super Nerd, used Motion Calculations ten times successfully
  56. Daily – Every 5 levels gained, you may perform this Feature another time
  57. Target: A Ranged move your Pokémon knows
  58. 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.
  59.  
  60. Optimized Motion Transfer: Super Nerd Feature (Trainer Action – League Permitted)
  61. Pre-requisites: Super Nerd
  62. Daily – Every 8 levels gained, you may perform this Feature another time
  63. Target: A Melee-ranged, single target move your Pokémon knows
  64. 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.
  65.  
  66. Quick Crunch: Super Nerd Feature (Free Action – League Permitted)
  67. Pre-requisites: Super Nerd, Latent Knowledge
  68. Daily – Every 15 levels gained, you may use this feature another time
  69. Target: Self
  70. Effect: You may attempt to use two Super Nerd features in a single Trainer action. This feature may only be used once per turn.
  71.  
  72. Read Like A Book!: Super Nerd Feature (Free Action, League Permitted)
  73. Pre-requisites: Super Nerd, Game Plan or Game Plan +, Latent Knowledge
  74. Daily
  75. Trigger: A Trainer or Pokémon uses a move or feature that deals damage or inflicts a status ailment
  76. 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.
  77.  
  78. What Comes Up Must Come Down: Super Nerd Feature (Trainer Action, League Permitted)
  79. Pre-requisites: Super Nerd, Motion Calculations +
  80. Daily – Every 8 levels gained, you may perform this feature another time
  81. Target: A Ranged move your Pokémon knows
  82. -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.
  83.  
  84. Cross-Classing Pre-Requisites:
  85. -Engineer
  86. -Pusher, 18 INT
  87. -Smart Teacher, 18 INT
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