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IClimbClouds

Artificer

Feb 7th, 2012
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  1. Type Booster
  2. Prerequisites: Artificer
  3. At-Will
  4. Effect: You create a Type Booster that improves the power of any single Type of your choice. Name the item whatever you’d like. Pokemon add their STAB value to attacks of the chosen type. It costs 800 to use Type Booster.
  5.  
  6. Weaponsmith
  7. Daily
  8. Effect: Over 10 hours, which need not be spent consecutively, you create a Weapon. The Weapon is created with a level equal to your Trainer Level plus Xd6, where X is your DEX modifier, up to a maximum of level 100. The weapon will deal additional damage on an attack equal to the STAB bonus of a Pokemon of its level. Additionally, you may include up to two Crafting Materials into a single weapon. It costs 1500 to use Weaponsmith.
  9.  
  10. ------------------
  11.  
  12. Apprentice Craftsman
  13. Prerequisites: Artificer
  14. At-Will
  15. Target: Items
  16. Effect: Light Clay (2500), Quick Claw (2800), Flame Orb (3200), or Toxic Orb (3200)
  17.  
  18. Elemental Armaments
  19. Prerequisites: Artificer, 18 DEX
  20. Static
  21. Effect: You may use any Non-Plate Type Booster as a crafting Material for Weaponsmith. This will cause the Weapon to deal Elemental damage matching that of the Type-Booster used, but will lower the Weapon's default Damage Base by 1. You may include only a single Type Booster into a Weapon.
  22.  
  23. Expert Craftsman
  24. Prerequisites: Artificer, Apprentice Craftsman
  25. At-Will
  26. Effect: Create a Bright Powder (4000), Expert Belt (4000), Shell Bell (3500), or Wide Lens (3500).
  27.  
  28. Flute Smith
  29. Prerequisites: Artificer
  30. At-Will
  31. Target: Items
  32. Effect: Choose Confusion, Infatuation, or Sleep. You create a flute that, when used, cures the chosen Status on all Pokemon or Trainers within 3 meters. A flute may only be activated once per day. It costs 550 to use Flute Smith.
  33.  
  34. Incense Maker
  35. Prerequisites: Artificer, 16 DEX
  36. At-Will
  37. Target: Items.
  38. Effect: Create a Full Incense, Lax Incense, or Luck Incense. It costs 1200 to use Incense Maker.
  39.  
  40. Keepsake Builder
  41. Prerequisites: Artificer, evolved a pokemon that used a held item to evolve
  42. At-Will
  43. Target: Items.
  44. Effect: Create an Item that does nothing in battle, but it can serve as a replacement for a pokemon’s requirement to evolve if they would need a held item. The item can be named whatever you’d like. Like all other held items that influence evolution, the item disappears after the pokemon evolves. It costs 500 to use the Keepsake Builder Feature.
  45.  
  46. Master Craftsman
  47. Prerequisites: Artificer, Expert Craftsman, 20 DEX
  48. At-Will
  49. Target: Items
  50. Effect: Create a Focus Band (4500), Focus Sash (4800), or Life Orb (5500)
  51.  
  52. Protection Charm
  53. Prerequisites: Artificer
  54. Daily
  55. Effect: You create a Charm that, when activated, grants the trainer wearing it a Pokemon Ability for X hours, where X is your DEX modifier at the time the Charm was created. The Charm may not be activated for another 24 hours. The ability granted depends on the Item used to craft the Charm, as detailed below. The required Item is destroyed after using Ability Charm. A person may benefit from only a single charm on any given day.
  56. - Razor Claw: Battle Armor - Metal Coat: Immunity
  57. - King's Rock: Inner Focus - Electririzer: Limber
  58. - Magmarizer: Magma Armor - Oval Stone: Oblivious
  59. - Reaper Cloth: Own Tempo - Protector: Sturdy
  60. - Dragon Scale: Vital Spirit - Deepseascale/Deepseatooth: Water Veil
  61.  
  62. Stat Boosters
  63. Prerequisites: Artificer
  64. At-Will
  65. Target: Items
  66. Effect: Choose between Attack, Defense, Special Attack, Special Defense or Speed. You create a Held Item that, when released from a Poke Ball, the holder’s chosen Stat is raised 1 Combat Stage. Name the Item whatever you’d like. It costs 1000 to use the Stat Boosters Feature.
  67.  
  68. Stonesmith
  69. Prerequisites: Artificer, Weaponsmith
  70. Static
  71. Effect: You may use the listed Stones as crafting Materials for Weaponsmith. Once Daily, on a roll of 16-20 on an Arms Attack using the weapon, you may activate the Stone as a Free Action to cause its listed effect to the attack's target. Only the first target is affected if there are multiple targets due to a Feature.
  72. - Fire Stone: Burn - Shiny Stone: Critical Hit - Water Stone: Confusion
  73. - Leaf Stone: Poison - Thunderstone: Paralyze - Everstone: The target's defense is lowered by 1 CS
  74.  
  75. Stonesmith +
  76. Prerequisites: Artificer, Stonesmith
  77. Static
  78. Effect: You may use the listed Stones as crafting Materials for Weaponsmith. Once Daily, you may activate the Stone's effect.
  79. - Dawn: You may activate to use an Arm Attack against an adjacent target as an Interrupt, but lower the Damage Base of your attack by 2.
  80. - Dusk: You may activate on a critical hit to have the Sniper ability for that attack.
  81. - Moon: You may activate when declaring an Arms Attack to ignore all Evasion on the target, and bypass Protect or Detect.
  82. - Sun: You may activate when you hit with an arms attack to deal Special damage rather than Physical damage.
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