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IClimbClouds

Athlete

Feb 19th, 2012
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  1. Athlete - Advanced Feature
  2. Prerequisites: Martial Artist, 18 STR
  3. Cross Classes IN:
  4. - Tag Battler, 18 STR, 12 DEX
  5. - Commander, 18 STR
  6. - Tough Guy, 18 STR, 12 DEX
  7.  
  8. Cross Classes OUT:
  9. - None specifically
  10.  
  11. -------------
  12. C'mon and Slam - TA
  13. Daily - Every 5 levels gained, you may perform this Feature another time per day.
  14. Target: Pokemon or Trainers.
  15. Effect: Use the move Slam. Use your STR modifier as your ATK stat. If you hit, the next ally to target that enemy may ignore any Evasion and other effects that modify AC checks on the target.
  16.  
  17. Run, Baby, Run! - FA
  18. Daily - Every 5 levels gained, you may perform this Feature another time per day.
  19. Effect: Add half your STR modifier to your Overland, Surface, or Underwater capability until the end of your next turn. C'mon And Run may be activated at the beginning of your turn, and only once per round.
  20.  
  21. Every Athlete knows that success comes from two things. Working as a unit with your team, and top physical performance. Athletes endeavor to push the limits of their bodies, and help their allies and Pokemon do the same. And few are better than the Athlete at workingwith their teammates in a fight.
  22.  
  23. -------------
  24.  
  25. Comeback Kid - TA
  26. Prerequisites: Athlete
  27. Daily
  28. Target: Pokemon or Trainers
  29. Effect: Use the move Retaliate. Use your STR modifier as your ATK Stat.
  30.  
  31. Defensive Line - FA
  32. Prerequisites: Athlete, 18 STR
  33. Daily - Every 15 levels gained, you may perform this Feature another time per day.
  34. Trigger: Your Pokemon is hit by an attack.
  35. Effect: Once per round, if you have not already shifted, you may roll to intercept an attack for one of your pokemon. Roll 1d20. If your Strength stat is 20 or below, you must roll 11 or better on the check you may shift into the way of the attack. If your Strength stat exceeds 20, you need only roll 6 or better on the check. If your Strength stat exceeds 35, you do not need to make a check
  36.  
  37. Dodge, Dip, Duck, Dive, and Dodge - TA
  38. Prerequisites: Athlete, 22 STR
  39. Daily
  40. Effect: Use the move Detect.
  41.  
  42. Double Play - FA
  43. Prerequisites: Athlete, a Pokemon with Power 5 or greater.
  44. Daily - Every 10 levels gained, you may perform this Feature another time per day.
  45. Trigger: Your Pokemon hits with a Damage dealing Melee move.
  46. Effect: If your Pokemon hits a foe that you dealt damage to this turn, it deals an additional X damage and pushes the target X meters, where X is its Power Capability. If the target is pushed into Blocking Terrain, the target takes an additional 2d12 damage. If the target is pushed into another Legal Target, both take 1d12 damage.
  47.  
  48. Gotta Go Fast - TA
  49. Prerequisites: Athlete, 20 STR
  50. Daily - Every 15 levels gained, you may perform this Feature another time per day.
  51. Effect: Use the move Extremespeed. Use your STR modifier as your ATK stat.
  52.  
  53. In the Zone
  54. Prerequisites: Athlete, 16 STR
  55. Static
  56. Trigger: You activate C'mon And Run
  57. Effect: You may use your Strength, instead of your Dexterity, to calculate your Initiative and Evasion until the end of your next turn.
  58.  
  59. Overtime - FA
  60. Prerequisites: Athlete, 26 STR
  61. Daily
  62. Trigger: You are lowered to 0 HP or less, but not greater then -100% HP.
  63. Effect: Before fainting, you may make one last shift, and perform a trainer action targeting an enemy.
  64.  
  65. Strength Training
  66. Prerequisite: Athlete, Work That Body
  67. At-Will
  68. Target: A pokemon with Power 5 or greater who is leveling up to a level evenly divisible by 5
  69. Effect: Roll 1d20 and add your STR modifier. If the total exceeds 15, the Pokemon learns Strength.
  70.  
  71. Welcome to the Jam - FA
  72. Prerequisites: Athlete
  73. Daily - Every 10 levels gained, you may perform this Feature another time per day.
  74. Trigger: You use Slam.
  75. Effect: Slam's AC becomes AC4. If you succesfully hit a foe that dealt damage to another of your allies this round or last round, the next time an allied Trainer of Pokemon would damage that foe they deal an additional Xd6 damage, where X is half of your STR modifier.
  76.  
  77. Work that Body
  78. Prerequisites: Athlete
  79. Static
  80. Target: A pokemon who is leveling up to a level evenly divisible by 10
  81. Effect: Choose Power or a Movement Capability that the target has at 4 or higher. Permanently increase the chosen Capability by 1. The Power Capability may not be raised to 7 or higher in this manner.
  82.  
  83. -----------------------
  84.  
  85. Other Changes -
  86.  
  87. Currently, the PHB lists Trainer movement as being equal to 5 + DEX modifier
  88. In a system where 6 is not an altogether RARE dex modifier, this is a bit prohibitive.
  89. So my suggestion is to revamp "Trainer Capabilities" a bit.
  90.  
  91. Trainers have an Overland Capability of 5, or 3 plus half of the highest of your STR, DEX, or CON modifier, whichever is higher.
  92. Trainers have an Surface Capability of 4, or 2 plus half of the highest of your STR, DEX, or CON modifier, whichever is higher.
  93. Trainers have an Underwater Capability of 4, or 2 plus half of the highest of your STR, DEX, or CON modifier, whichever is higher.
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