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- Dirty Fighter
- Advanced Feature
- Prerequisites: Martial Artist, 17 DEX
- Ability Bonus: Dexterity
- Bonuses: +1 DEX
- Class Features: Barbed Wire, Psyche!
- Barbed Wire: Dirty Fighter Feature, Free, Illegal
- Daily - Every 6 levels gained, you may perform this Feature another time per day
- Target: One of your weapons
- Effect: You may only use this feature when combat begins. Roll 1d20 and add your DEX mod. If the result is 12 or higher, for the rest of the encounter, attacks you make with the chosen weapon deal an extra 2d10 damage.
- Psyche!: Dirty Fighter Feature, Action, Illegal
- Daily - Every 8 levels gained, you may perform this Feature another time per day.
- Target: Pokemon or Trainer.
- Effect: Use the Move Sucker Punch. Use your DEX modifier as your ATK stat. You may opt to use this Feature as a Free Action when attacked by a Melee-ranged Move or action - if you do, you lose your next Action.
- Martial Artists are trained in rigorous conditions and are commonly disciplined while learning the way of the fist or sword. Dirty Fighters realised quickly that by not following those rules, they could be even more successful - dirty tricks and the use of their wits and environment gives them the upper hand. After all, a fight is a fight. Someone has to lose, and the Dirty Fighter isn't going to be them so long as there's something they can do to stop it - honesty be damned.
- Ball Buster: Dirty Fighter Feature, Action, Illegal
- Prerequisites: Dirty Fighter, 20 DEX, at least 4 Dirty Fighter features
- Daily
- Target: A Trainer with Pokemon still within Pokeballs
- Effect: Make an Arms Feature attack of your choice. If it hits, roll 1d20 and add your STR mod. If the result is 16 or higher, one Pokeball containing a Pokemon that the target possesses is selected at random. That Pokeball becomes damaged, and cannot be used to release the Pokemon inside. Pokeballs damaged in this way must be repaired by a Capture Specialist.
- Battle chatter: Dirty Fighter Feature, Action, Illegal
- Prerequisites: Dirty Fighter
- Daily - Every 8 levels gained, you may perform this Feature another time per day
- Target: A Trainer or Pokemon
- Effect: Select and Use one of the following Moves: Taunt, Swagger, or Flatter. Regardless of Move selected, this Feature does not work on the same target twice in an encounter.
- Below the Belt: Dirty Fighter Feature, Action, Illegal
- Prerequisites: Dirty Fighter, 18 DEX
- Daily
- Target: A Trainer
- Effect: Use the Move Mega Kick. During the Accuracy Check for Mega Kick, if you roll 14 or higher, the target is Paralyzed. Use your DEX modifier as your ATK stat.
- Concealed Weapon: Dirty Fighter Feature, Static, Illegal
- Prerequisites: Dirty Fighter, Short Blades Proficiency or Fist Weapons Proficiency
- Static
- Target: Pokemon or Trainer
- Effect: Others are not aware you possess any Short Blade or Fist weapons normally. When you first perform an Arms Feature attack using Short Blades or a Fist Weapon in a combat, your attack has an accuracy check of 2 and ignores the target's evasion, and doubles the damage before applying defenses. This bonus does not take place on unarmed attacks.
- Crocodile Tears: Dirty Fighter Feature, Free, Illegal
- Prerequisites: Dirty Fighter
- At-Will
- Target: Pokemon or Trainer who dealt damage to you on their last turn.
- Effect: The next time you roll an Accuracy Check while targeting Crocodile Tears’ target, you need -5 on your Accuracy Check. This effect overrides Think Fast! if both would affect the target. This feature only works once on a target per Encounter.
- Desperate Assault: Dirty Fighter Feature, Action, Illegal
- Prerequisites: Dirty Fighter, 20 DEX, five different Dirty Fighter features
- Daily
- Target: Pokemon or Trainer
- Effect: If you have used four different Dirty Fighter Features during a single Encounter, you may use the Move Last Resort. Use your DEX modifier, multiplied by 3, as your ATK stat.
- Face! Dirty Fighter Feature, Action, Illegal
- Prerequisites: Dirty Fighter
- Daily- Every 4 levels gained, you may perform this Feature another time per day.
- Target: Pokemon or Trainer.
- Effect: Use the Move Headbutt. Use your DEX modifier as your ATK stat.
- Look, A Three Headed Mankey: Dirty Fighter Feature, Action, Legal
- Prerequisites: Dirty Fighter
- Daily - Every 8 levels gained, you may perform this Feature another time per day
- Target: Pokemon or Trainer
- Effect: Your target rolls 1d20 and adds either their INT modifier or their Intelligence Capability as applicable. On a roll of 12 or less, they lose their Action or Move this round as applicable. This Feature does not work on the same target twice in an encounter.
- Riposte Dirty Fighter Feature, Free, Illegal
- Prerequisites: Dirty Fighter, 20 DEX, a Master-level Arms Feature
- At-Will
- Trigger: You are attacked with a melee Arms Feature other than Fists
- Effect: Roll 1d20 and add your DEX modifier. If the result is 20 or higher, the target's attack fails and their weapon is knocked 5m away. They must spend a trainer action to retrieve the weapon.
- Tax: Dirty Fighter Feature, Action, Illegal
- Prerequisites: Dirty Fighter
- Daily- Every 5 levels gained, you may perform this Feature another time per day.
- Target: Pokemon or Trainer
- Effect: Use the Move Thief. Use your DEX modifier as your ATK stat. If you target a Trainer with Tax, and you hit with Thief, you may take anything on the Trainer’s person that can be seen on their person.
- Think Fast!: Dirty Fighter Feature, Free, Illegal
- Prerequisites: Dirty Fighter, 18 DEX
- At-Will
- Trigger: You miss with an Arms Feature or Unarmed attack
- Effect: Your action on your next turn that targets the same target requires 3 less on Accuracy Check to succeed.
- You’ll Pay For That!: Dirty Fighter Feature, Action, Illegal
- Prerequisites: Dirty Fighter, 20 DEX
- Daily
- Target: Pokemon or Trainer.
- Effect: Use the Move Payback. Use your DEX modifier, multiplied by 3, as your ATK stat.
- Ninja
- Advanced Feature
- Prerequisites: Martial Artist, 18 DEX
- Ability Bonus: Dexterity
- Bonuses: +1 DEX
- Class Features: Wall Runner, Sleep Powder
- Wall Runner: Ninja Feature, Static, Legal
- Static
- Trigger: Acrobatic stunt.
- Effect: You can move in a single direction on a wall, including up, for 3m without needing to make any checks. You can do acrobatic flips without needing to make checks. You can hide well without making checks.
- Sleep Powder: Ninja Feature, Action, Illegal
- Daily ? Every 10 levels gained, you may perform this Feature another time per day.
- Target: Pokemon or Trainers.
- Effect: Use the Move Sleep Powder as a melee attack. Sleep Powder does not have the Blast keyword while used this way.
- These Martial Artists do not rely on the straightforward, brute-force combat of other paths. Instead, they refine themselves with training in potent poisons that can bring the strong to their knees, the speed to evade the most dangerous of assaults, the use of dangerous traps, and the art of stealth. Combined, these turn them into deadly, feared warriors.
- Aerial Assault: Ninja Feature, Action, Illegal
- Prerequisites: Ninja, 20 DEX
- Daily ? Every 9 levels gained, you may perform this Feature another time per day.
- Target: Pokemon or Trainers.
- Effect: Use the Move Bounce. Use your DEX modifier as your ATK stat.
- Antidote Master: Ninja Feature, Action, Illegal
- Prerequisites: Ninja
- At-Will
- Target: A Poisoned Trainer or Pokemon
- Effect: Roll 1d20 and add your DEX Modifier. If the result is 13 or higher, the target is cured of Poison. This effect succeeds automatically if the poison was inflicted by you. If you fail this feature, you cannot attempt it on the target again for 10 minutes.
- Blur: Ninja Feature, Free, Illegal
- Prerequisites: Ninja, 19 DEX
- Daily
- Target: Self
- Effect: For the remainder of the encounter, attacks targetting you that don't need an Accuracy Check now require one, as though they had AC1.
- Caltrops: Ninja Feature, Action, Illegal
- Prerequisites: Ninja, Throwing Weapons Proficiency
- Daily - Every 5 levels gained, you may perform this Feature another time per day
- Target: Any spot on the battlefield
- Effect: Use the Move Spikes
- Dangerous Poisons: Ninja Features, Static, Legal
- Prerequisites: Ninja, at least five Ninja features, one of which can inflict Poison
- Static
- Effect: When one of your features inflicts Poison on the target, roll a 1d20. On a roll of 17-20, the target is Deadly Poisoned instead.
- Double Team: Ninja Features, Action, Illegal
- Prerequisites: Ninja, Blur
- Daily
- Effect: Use the Move Double Team
- I'm Over Here!: Ninja Feature, Free, Illegal
- Prerequisites: Ninja, 23 DEX
- Daily
- Trigger: You are targetted by an attack
- Effect: You may Shift immediately at your normal movement distance. The attack's targetted location does not change.
- Nerve Coating Ninja Feature, Free, Illegal
- Prerequisites: Ninja, Vile Coating
- Daily - Every 6 levels gained, you may perform this Feature another time per day
- Target: One of your weapons
- Effect: You may only use this feature when combat begins. Roll 1d20 and add your DEX mod. If the result is 12 or higher, for the rest of the encounter, attacks you make with the chosen weapon will inflict Paralysis on an accuracy check of 19-20. You may only use one Coating feature per encounter, regardless of success. This Feature cannot be used on a weapon affected by Vile Coating.
- Poison Jab: Ninja Feature, Action, Illegal
- Prerequisites: Ninja, a Poison-type Pokemon
- Daily - Every 9 levels gained, you may perform this Feature another time per day.
- Target: Pokemon or Trainers.
- Effect: Use the Move Poison Jab. Use your DEX modifier as your ATK stat.
- Poison Powder: Ninja Feature, Action, Illegal
- Prerequisites: Ninja
- Daily
- Target: Pokemon or Trainers.
- Effect: Use the Move Poisonpowder as a melee attack.
- Toxic Spikes: Ninja Feature, Action, Illegal
- Prerequisites: Ninja, Caltrops
- Daily - Every 8 levels gained, you may perform this Feature another time per day
- Target: Any spot on the battlefield
- Effect: Use the Move Toxic Spikes
- Vanish: Ninja Feature, Static, Legal
- Prerequisites: Ninja, 22 DEX
- Static
- Effect: You may blend with your surrounding objects. You are invisible to others as long as you stay still, If you move, it takes 5 seconds to regain the camouflage with surroundings. In order to remain still you must make a stealth check every 10 seconds, or round during an encoutner, to remain still. The check is 16 on 1d20 added to your DEX modifier.
- Vile Coating: Ninja Feature, Free, Illegal
- Prerequisites: Ninja, a Poison-type Pokemon
- Daily - Every 6 levels gained, you may perform this Feature another time per day
- Target: One of your weapons
- Effect: You may only use this feature when combat begins. Roll 1d20 and add your DEX mod. If the result is 12 or higher, for the rest of the encounter, attacks you make with the chosen weapon will cause Poison on an accuracy check of 16-20. This Feature cannot be used on a weapon affected by Nerve Coating.
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