IClimbClouds

Tricks are what a whore does for money

Apr 20th, 2012
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  1.  
  2. Flash
  3. Prerequisites: Illusionist
  4. At-Will – Drains 5 of user’s HP per use.
  5. Target: Pokemon or Trainers.
  6. Effect: Use the Move Flash.
  7.  
  8. Mirage
  9. At-Will - Drains 20 of user’s HP per use
  10. Effect: You create a visual illusion. You must remain within 10 meters of the Mirage and concentrate to maintain and control the illusion. No one dimension of the illusion may exceed X meters, and the illusion persists for Y minutes. At the end of this time, you may continue to maintain the illusion by paying Mirage’s activation cost again. X is your CON modifier halved. Y is your CON modifier. You may only have one Mirage active at any given time.
  11.  
  12. -------------------
  13.  
  14. Conjure Phantasm
  15. Prerequisites: Illusionist
  16. Daily – Every 10 levels gained, you may perform this Feature another time per day.
  17. Target: A one-meter square within 6 meters.
  18. Effect: The first foe to enter the target square, or pass by an adjacent square, must roll 1d20 and add their Intelligence Modifier or Capability. If the result does not exceed 15, the foe is confused.
  19.  
  20. Double Team
  21. Prerequisites: Illusionist
  22. At-Will – Drains 20 of user’s HP per use.
  23. Target: Self
  24. Effect: Use the Move Double Team. You may not have more then three copies of yourself at any time. The copies fade after 10 minutes.
  25.  
  26. Fascinate
  27. Prerequisites: Illusionist
  28. At-Will - Drains 5 of user’s HP per use.
  29. Target: Pokemon or Trainers
  30. Effect: Use the Move Attract on the target, ignoring gender. Attracts effect only lasts 1d4+1 rounds.
  31.  
  32. Mirror Move
  33. Prerequisites: Illusionist, 6 Illusionist Features
  34. At-Will - Drains 20 of user’s HP per use
  35. Target: Pokemon or Trainers
  36. Effect: Use the move Mirror Move. Use your INT Stat as your Attack or Special Attack modifier.
  37.  
  38. Illusory Terrain
  39. Prerequisites: Illusionist
  40. Daily – Every 10 levels gained, you may perform this Feature another time per day.
  41. Target: An area
  42. Effect: Target up to X target 1 meter squares within 10 meters. You create a visual illusion that turns the targetted squares are turned into Difficult Terrain for X rounds. X is equal to your INT modifier.
  43.  
  44. Project Illusion
  45. Prerequisites: Illusionist, 24 Intelligence
  46. Daily – Every 10 levels gained, you may perform this Feature another time per day.
  47. Trigger: You send out a Pokemon
  48. Effect: Change your Pokemon's appearance as if they had used the Illusionist Ability.
  49.  
  50. Shadow Walker
  51. Prerequisites: Illusionist, a Pokemon with Invisibility Capability
  52. Static
  53. Effect: You gain the Invisibility capability. Activating the capability costs 15 HP per use. You may not use any Features that do damage or allow you to use Pokemon Moves while Invisible.
  54.  
  55. Shimmering Shroud
  56. Prerequisites: Illusionist, Double Team
  57. At-Will
  58. Trigger: One of your Double Team copies is destroyed by an attack
  59. Effect: You may use Flash, using the Copy's location as the origin of the burst.
  60.  
  61. Switcheroo
  62. Prerequisites: Illusionist
  63. At-Will - Drains 10 of the User's HP per use
  64. Target: Pokemon or Trainers
  65. Effect: Use the move Switcheroo.
  66.  
  67. Teleport Mastery
  68. Prerequisites: Illusionist, Teleport, 22 Intelligence
  69. Static
  70. Effect: Teleport's Drain cost is reduced to 10. When teleporting during your turn and not as an intercept, you may use Teleport as a Shift Action. When used as an intercept, teleport only fails to activate if you roll a 4 or lower.
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