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IClimbClouds

2x30dicksday

Feb 6th, 2012
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  1. -----------------
  2.  
  3. Weaponsmith
  4. Daily
  5. 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 Xd4, where X is your DEX modifier, up to a maximum of level 100. Upon creation, you may fold one Tier of Materials into the weapon, plus one additional Tier for every 10 levels the Weapon has, up to 10 Tiers at level 90. It costs 1500 to use Weaponsmith.
  6.  
  7. Smith's Prep
  8. At-Will
  9. Effect: You create a Refined Material. This is a Tier 1 Material, that when folded into weapons, gives a +2 Bonus to damage. It costs 100 to use Smith's Prep.
  10.  
  11. -------------
  12. Elemental Armaments
  13. Prerequisites: mastered no less than 4 dragon dildos
  14. Static
  15. Effect: You may use any Non-Plate Type Boosters as a Tier 4 Material. These materials lower the Weapon's default Damage Base by 1, and cause it to deal damage of the same type as the Type Booster used. You may fold no more than one Type Booster into a single weapon.
  16.  
  17. CRYSTAL SMITH (ie; the gayest sounding feat in PTA)
  18. Prerequisites: 30 dicks sucked
  19. Static
  20. Effect: You may use the following Stones as Tier 2 Materials, with their effects listed below. You may fold no more than two Elementary Stones into a single Weapon.
  21. - Fire Stone: Causes Burn on 18-20
  22. - Water Stone: Causes Confusion on 18-20
  23. - Thunderstone: Causes Flinch on 18-20
  24. - Leaf Stone: Causes Poison on 18-20
  25. - Shiny Stone: Critical Hit on 18-20
  26.  
  27. CRYSTAL SMITH 2: Electric Gayaloo
  28. Prerequisites: randumb
  29. Static
  30. Effect: You may use the following Stones as Tier 4 Materials, with their effects listed below.
  31. - Dawn: The weapon needs -2 on AC to hit, to a minimum of AC2.
  32. - Dusk: The weapon's default Damage Base is raised by 1.
  33. - Moon: The weapon ignores Evasion, except from Combat Stages.
  34. - Sun: The weapon deals Special rather than Physical damage.
  35. - Everstone: The weapon never can never bring an opponent below -5HP
  36.  
  37. Jeweler ( No I was wrong, it gets gayer)
  38. Prerequisites: ???
  39. At-Will
  40. Effect: You create a Jewelry Piece with a level equal to your Trainer Level plus Xd4, where X is your DEX modifier, up to a maximum of level 100. The Jewelry Piece grants a bonus, depending on the Evolutionary Stone used to create it. Using this Feature costs 800 and destroys the Evolutionary Stone.
  41. - Fire Stone: Causes Burn on 18-20
  42. - Water Stone: Causes Confusion on 18-20
  43. - Thunderstone: Causes Flinch on 18-20
  44. - Leaf Stone: Causes Poison on 18-20
  45. - Shiny Stone: Critical Hit on 18-20
  46. - Dawn: The weapon needs -2 on AC to hit, to a minimum of AC2.
  47. - Dusk: The weapon's default Damage Base is raised by 1.
  48. - Moon: The weapon ignores Evasion, except from Combat Stages.
  49. - Sun: The weapon deals Special rather than Physical damage.
  50. - Everstone: The weapon never can never bring an opponent below -5HP
  51.  
  52.  
  53. ---------------
  54.  
  55. Protection Charm
  56. Prerequisites: <expletives>
  57. Daily/X
  58. 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 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.
  59. - Razor Claw: Battle Armor - Metal Coat: Immunity
  60. - King's Rock: Inner Focus - Electririzer: Limber
  61. - Magmarizer: Magma Armor - Oval Stone: Oblivious
  62. - Reaper Cloth: Own Tempo - Protector: Sturdy
  63. - Dragon Scale: Vital Spirit - Deepseascale/Deepseatooth: Water Veil
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