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- + Elementalist Features
- **Elementalist**
- [CLASS] [+SPIRIT] [ABILITY] [+FOCUS] [+ATTACK or SPATK]
- **Prerequisites**: Type Ace or Channeler; Combat Expertise (Chosen Type), 3 different Pokemon of the Chosen Type, 4 Focus
- Static
- **Effect**: You may only have two Ability Features. You may not have two instances of the same ability; if you already have the Ability you would gain from Elementalist from another Feature, or another Feature would later cause you to gain the same Ability, you instead gain the appropriate Last Chance Ability for your type.
- ||~ Type ||~ Gained Ability ||
- ||~ Bug || You gain the Tinted Lens Ability. ||
- ||~ Dark || You gain the Super Luck Ability. ||
- ||~ Electric || You gain the Static Ability. ||
- ||~ Fire || You gain the Flame Body Ability. ||
- ||~ Flying || You gain the Levitate Ability. ||
- ||~ Ghost || You gain the Cursed Body Ability. ||
- ||~ Grass || You gain the Regenerator Ability. ||
- ||~ Ground || You gain the Sand Veil Ability. ||
- ||~ Ice || You gain the Ice Body Ability. ||
- ||~ Normal || You gain the Adaptability Ability, and count as a Normal Type for the purposes of activating it. ||
- ||~ Poison || You gain the Poison Point Ability. ||
- ||~ Rock || You gain the Sturdy Ability. ||
- ||~ Steel || You gain the Battle Armor Ability. ||
- ||~ Water || You gain the Swift Swim Ability. ||
- **Special**: When you take Elementalist, choose Bug, Dark, Dragon, Electric, Fire, Flying, Ghost , Grass, Ground, Ice, Poison, Rock, Steel, or Water. This becomes your chosen Type. Whenever you gain an Elementalist Feature, you gain the effect listed for your chosen Type. You may take Elementalist multiple times, choosing different Types for which you qualify each time.
- **Elemental Body**
- [+FOCUS]
- **Prerequisites**: Elementalist
- Static
- **Effect**: You resist damage of your Chosen Type.
- + Type Specific Features & Move List
- ++ Bug Type
- **Bug Bonds**
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Prerequisites:** Elementalist, Bug as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Bug Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Bug Bonds, you may gain a Move and one of the abilities listed below.
- * You gain the move String Shot, and the Threaded Capability.
- * You gain the move Leech Life, and the Wallclimber Capability.
- * You gain the move Struggle Bug, and the Glow Capability.
- **Bug Moves**
- None - Twineedle, Rage Powder
- String - Bug Bite, Spider Web, Bug Buzz,
- Wallclimber - X-Scissor, Pin Missile, Mega Horn
- Glow - Tail Glow, Signal Beam, Silver Wind
- ++ Dark Type
- **Dark Bonds**
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Dark as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Dark Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Dark Bonds, you may gain one of the abilities listed below.
- * You gain the Stealth Capability while in Shadow or Darkness ( Requires Bite in Move List )
- * You gain the Darkvision Capability
- * You gain the Mindlock Capability ( Requires Snarl in Move List )
- **Dark Moves**
- Bite: None
- Snarl: None
- Faint Attack: Stealth Capability
- Night Slash: Stealth Capability, 6 Focus
- Punishment: Stealth Capability, 8 Focus
- Hone Claws: Darkvision
- Nasty Plot: Darkvision, 6 Focus
- Memento: Darkvision, 8 Focus
- Dark Pulse: Mindlock
- Night Daze: Mindlock, 6 Focus
- Dark Void: Mindlock, 8 Focus
- ++ Electric Type
- **Electric Bonds**
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Electric as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Electric Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Electric Bonds, you may gain one of the abilities listed below.
- * You gain the move Magnet Rise, Magnetic Capability
- * You gain the Zapper Capability (Requires Thundershock in Move List )
- * Your Overland Speed is increased by +X, where X is +2 for each rank of Electric Bonds you have. (Requires Spark in Move List )
- **Electric Moves**
- ThunderShock: None
- Spark: None
- Magnet Rise: Magnetic Capability
- Charge: Magnetic Capability, 6 Focus
- Thunderwave: Magnetic Capability, 8 Focus
- Discharge: Zapper Capability
- Thunderbolt: Zapper Capability, 6 Focus
- Thunder: Zapper Capability, 8 Focus
- Thunderpunch: Movement Bonus
- Wild Charge: Movement Bonus, 6 Focus
- Volt Tackle: Movement Bonus, 8 Focus
- ++ Fire Type
- Fire Bonds
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Fire as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Fire Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Fire Bonds, you may gain one of the abilities listed below.
- * You gain the Heater Capability ( Requires Flame Wheel in Move List )
- * You gain the Firestarter Capability ( Requires Ember in Move List )
- * You are immune to the Burn Condition.
- **Fire Moves**
- Ember: None
- Flame Wheel: None
- Fire Punch: Heater Capability
- Blaze Kick: Heater Capability, 6 Focus
- Flare Blitz: Heater Capability, 8 Focus
- Lava Plume: Firestarter Capability
- Flamethrower: Firestarter Capability, 6 Focus
- Fire Blast: Firestarter Capability, 8 Focus
- Sunny Day: Burn Immunity
- Will-O-Wisp: Burn Immunity, 6 Focus
- Fire Spin: Burn Immunity, 8 Focus
- ++ Flying Type
- Wind Bonds
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Flying as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Wind Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Wind Bonds, you may gain one of the abilities listed below.
- * Your Sky Speed is increased by +X, where X is your Agility Capability plus +2 for each rank of Wind Bonds you have. ( Requires Wing Attack in Move List )
- * You gain the Guster Capability ( Requires Air Cutter in Move List )
- * Once per day as a standard action you can cause the weather to become clear, as if you had used the Cloud Nine Ability.
- **Flying Moves**
- Wing Attack: None
- Air Cutter: None
- Aerial Ace: Sky Capabilities
- Fly: Sky Capabilities, 6 Focus
- Brave Bird: Sky Capabilities, 8 Focus
- Air Slash: Guster Capability
- Tailwind: Guster Capability, 6 Focus
- Hurricane: Guster Capabiilty, 8 Focus
- Defog: Weather Clearing ability
- Mirror Move: Weather Clearing ability, 6 Focus
- Roost: Weather Clearing ability, 8 Focus
- ++ Ghost Type
- Ghost Bonds
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Ghost as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Ghost Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Ghost Bonds, you may gain one of the abilities listed below.
- * You gain the Phasing Capability. While phasing, you become completely invisible. ( Requires Astonish in Move List )
- * Your breathing and movement are always silent, despite your shoes, walking surface, or environment. (Requires Nightmare in Move List )
- * Your Sky Speed is increased by +X, where X is your Agility Capability plus +2 for each rank of Ghost Bonds you have.
- **Ghost Moves**
- Astonish: None
- Nightmare: None
- Shadow Punch: Phasing Capability
- Shadow Claw: Phasing Capability, 6 Focus
- Shadow Force: Phasing Capability, 8 Focus
- Spite: Silence Ability
- Night Shade: Silence Abiliy, 6 Focus
- Confuse Ray: Silence Ability, 8 Focus
- Shadow Ball: Sky Speed
- Ominous Wind: Sky Speed, 6 Focus
- Hex: Sky Speed, 8 Focus
- ++ Grass Type
- Grass Bonds
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Grass as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Grass Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Grass Bonds, you may gain one of the abilities listed below.
- * You grow vines, gaining the move 'Vine Whip', and the Reach Capability.
- * You gain the move 'Sweet Scent', and the Alluring Capability
- * You gain the move 'Ingrain', and the Sprouter Capability.
- **Grass Moves**
- ++ Ground Type
- Ground Bonds
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Ground as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Ground Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Ground Bonds, you may gain one of the abilities listed below.
- * You gain a Burrow Speed of +3
- * You gain the Groundshaper Capability
- * You gain the Tremorsense Capability
- **Ground Moves**
- cry
- ++ Ice Type
- Ice Bonds
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Ice as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Ice Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Ice Bonds, you may gain one of the abilities listed below.
- * You are immune to the Frozen Condition
- * You gain the Freezer Capability ( Requires Ice Shard in Move list )
- * You gain the Icestep Capability (Requires Powder Snow in Move List )
- **Ice Moves**
- Powder Snow: None
- Ice Shard: None
- Hail: Freeze Immunity
- Mist: Freeze Immunity, 6 Focus
- Haze: Freeze Immunity, 8 Focus
- Ice Punch: Freezer Capability
- Icicle Crash: Freezer Capability, 6 Focus
- Avalance: Freezer Capability, 8 Focus
- Aurora Beam: Icestep Capability
- Ice Beam: Icestep Capability, 6 Focus
- Blizzard: Icestep Capability, 8 Focus
- ++ Normal Type
- Light Bonds
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Normal as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Light Bonds, 6 Focus
- **Master Prerequisites:** Elementalist, Adept Light Bonds, 8 Focus
- Static
- **Effect:** Each time you gain a Rank of True Bonds, you may gain one of the abilities listed below.
- * You gain the Glow Capability ( Requires Flash in Move List )
- * You gain the Invisibility Capability ( Requires Hidden Power (Normal) in Move List )
- * You gain the Tracker Capability
- **Normal Moves**
- Hidden Power*: None
- Flash: None
- Swift: Glow Capability
- Tri-Attack: Glow Capability, 6 Focus
- Hyper Beam: Glow Capability, 8 Focus
- Simple Beam: Invisibility Capability
- Double Team: Invisibility Capability, 6 Focus
- Metronome: Invisiblity Capability, 8 Focus
- Odour Sleuth: Tracker Capability
- Endure: Tracker Capability, 6 Focus
- Wish: Tracker Capability, 8 Focus
- * A Normal Elementalist's Hidden Power will always be Normal Typed, and will have a damage dice roll of 2d10+8
- ++ Poison Type
- Poison Bonds
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Poison as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Poison Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Poison Bonds, you may gain one of the abilities listed below.
- * You are immune to the Poison and Badly Poisoned Conditions
- * You gain the Amorphous Capability (Requires Acid Armor in Move List)
- * You gain the Surefooted (All) Capability. (Requires Acid in Move List )
- **Poison Moves**
- Acid: None
- Acid Armor: None
- Poison Gas: Poison Immunity
- Gastro Acid: Poison Immunity, 6 Focus
- Toxic: Poison Immunity, 8 Focus
- Cross Poison: Amorphous Capability
- Poison Fang: Amorphous Capability, 6 Focus
- Gunk Shot: Amorphous Capability, 8 Focus
- Acid Spray: Surefooted
- Sludge Bomb: Surefooted, 6 Focus
- Slude Wave: Surefooted, 8 Focus
- ++ Rock Type
- Rock Bonds
- [RANKED2] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Rock as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Rock Bonds, 6 Focus
- Static
- **Effect:** Each time you gain a Rank of Rock Bonds, you may gain one of the abilities listed below.
- * You gain the Materializer Capability ( Requires Rock Throw in Move List )
- * You are immune to Sandstorm damage ( Requires Rock Polish in Move List )
- * You gain a Burrow Speed of +3
- **Rock Moves**
- Rock Throw: None
- Rock Polish: None
- Rock Blast: Materializer
- Stone Edge: Materializer, 6 Focus
- Head Smash: Materializer, 8 Focus
- Steel Bonds
- [RANKED3] [+FOCUS] [+ATTACK] [+SPATK]
- **Novice Prerequisites:** Elementalist, Steel as Chosen Type
- **Adept Prerequisites:** Elementalist, Novice Steel Bonds, 6 Focus
- **Master Prerequisites:** Elementalist, Adept Steel Bonds, 8 Focus
- Static
- **Effect:** Each time you gain a Rank of Steel Bonds, you may gain one of the abilities listed below.
- * You are always considered to be wearing a +DEF Equipment Piece with a Level equal to twice your own.
- * You gain the magnetic capability
- * You become Immune to the Poison Type.
- * You become resistant to the Normal Type.
- **Water Moves**
- Water Gun: None
- Water Sport: None
- Waterfall: Gilled Capability
- Rain Dance: Gilled Capability, 6 Focus
- Aqua Tail: Gilled Capability, 8 Focus
- Bubblebeam: Fountain Capability
- Whirlpool: Fountain Capability, 6 Focus
- Hydro Pump: Fountain Capability, 8 Focus
- Aqua Ring: Underwater Movement
- Dive: Underwatever Moment, 6 Focus
- Surf: Underwater Movement, 8 Focus
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