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Garlyle

Dirty Fighter and Ninja!?

Jul 11th, 2011
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  1. Dirty Fighter
  2.  
  3. Advanced Feature
  4.  
  5. Prerequisites: Martial Artist, 17 DEX
  6. Ability Bonus: Dexterity
  7. Bonuses: +1 DEX
  8. Class Features: Barbed Wire, Psyche!
  9.  
  10.  
  11. Barbed Wire: Dirty Fighter Feature, Free, Illegal
  12. Daily - Every 6 levels gained, you may perform this Feature another time per day
  13. Target: One of your weapons
  14. 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.
  15.  
  16. Psyche!: Dirty Fighter Feature, Action, Illegal
  17. Daily - Every 8 levels gained, you may perform this Feature another time per day.
  18. Target: Pokemon or Trainer.
  19. 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.
  20.  
  21.  
  22. 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.
  23.  
  24.  
  25. Ball Buster: Dirty Fighter Feature, Action, Illegal
  26. Prerequisites: Dirty Fighter, 20 DEX, at least 4 Dirty Fighter features
  27. Daily
  28. Target: A Trainer with Pokemon still within Pokeballs
  29. 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.
  30.  
  31. Battle chatter: Dirty Fighter Feature, Action, Illegal
  32. Prerequisites: Dirty Fighter
  33. Daily - Every 8 levels gained, you may perform this Feature another time per day
  34. Target: A Trainer or Pokemon
  35. 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.
  36.  
  37. Below the Belt: Dirty Fighter Feature, Action, Illegal
  38. Prerequisites: Dirty Fighter, 18 DEX
  39. Daily
  40. Target: A Trainer
  41. 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.
  42.  
  43. Concealed Weapon: Dirty Fighter Feature, Static, Illegal
  44. Prerequisites: Dirty Fighter, Short Blades Proficiency or Fist Weapons Proficiency
  45. Static
  46. Target: Pokemon or Trainer
  47. 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.
  48.  
  49. Crocodile Tears: Dirty Fighter Feature, Free, Illegal
  50. Prerequisites: Dirty Fighter
  51. At-Will
  52. Target: Pokemon or Trainer who dealt damage to you on their last turn.
  53. 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.
  54.  
  55. Desperate Assault: Dirty Fighter Feature, Action, Illegal
  56. Prerequisites: Dirty Fighter, 20 DEX, five different Dirty Fighter features
  57. Daily
  58. Target: Pokemon or Trainer
  59. 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.
  60.  
  61. Face! Dirty Fighter Feature, Action, Illegal
  62. Prerequisites: Dirty Fighter
  63. Daily- Every 4 levels gained, you may perform this Feature another time per day.
  64. Target: Pokemon or Trainer.
  65. Effect: Use the Move Headbutt. Use your DEX modifier as your ATK stat.
  66.  
  67. Look, A Three Headed Mankey: Dirty Fighter Feature, Action, Legal
  68. Prerequisites: Dirty Fighter
  69. Daily - Every 8 levels gained, you may perform this Feature another time per day
  70. Target: Pokemon or Trainer
  71. 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.
  72.  
  73. Riposte Dirty Fighter Feature, Free, Illegal
  74. Prerequisites: Dirty Fighter, 20 DEX, a Master-level Arms Feature
  75. At-Will
  76. Trigger: You are attacked with a melee Arms Feature other than Fists
  77. 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.
  78.  
  79. Tax: Dirty Fighter Feature, Action, Illegal
  80. Prerequisites: Dirty Fighter
  81. Daily- Every 5 levels gained, you may perform this Feature another time per day.
  82. Target: Pokemon or Trainer
  83. 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.
  84.  
  85. Think Fast!: Dirty Fighter Feature, Free, Illegal
  86. Prerequisites: Dirty Fighter, 18 DEX
  87. At-Will
  88. Trigger: You miss with an Arms Feature or Unarmed attack
  89. Effect: Your action on your next turn that targets the same target requires 3 less on Accuracy Check to succeed.
  90.  
  91. You’ll Pay For That!: Dirty Fighter Feature, Action, Illegal
  92. Prerequisites: Dirty Fighter, 20 DEX
  93. Daily
  94. Target: Pokemon or Trainer.
  95. Effect: Use the Move Payback. Use your DEX modifier, multiplied by 3, as your ATK stat.
  96.  
  97.  
  98.  
  99.  
  100.  
  101.  
  102.  
  103.  
  104.  
  105. Ninja
  106.  
  107. Advanced Feature
  108. Prerequisites: Martial Artist, 18 DEX
  109. Ability Bonus: Dexterity
  110. Bonuses: +1 DEX
  111. Class Features: Wall Runner, Sleep Powder
  112.  
  113.  
  114. Wall Runner: Ninja Feature, Static, Legal
  115. Static
  116. Trigger: Acrobatic stunt.
  117. 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.
  118.  
  119. Sleep Powder: Ninja Feature, Action, Illegal
  120. Daily ? Every 10 levels gained, you may perform this Feature another time per day.
  121. Target: Pokemon or Trainers.
  122. Effect: Use the Move Sleep Powder as a melee attack. Sleep Powder does not have the Blast keyword while used this way.
  123.  
  124.  
  125. 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.
  126.  
  127.  
  128. Aerial Assault: Ninja Feature, Action, Illegal
  129. Prerequisites: Ninja, 20 DEX
  130. Daily ? Every 9 levels gained, you may perform this Feature another time per day.
  131. Target: Pokemon or Trainers.
  132. Effect: Use the Move Bounce. Use your DEX modifier as your ATK stat.
  133.  
  134. Antidote Master: Ninja Feature, Action, Illegal
  135. Prerequisites: Ninja
  136. At-Will
  137. Target: A Poisoned Trainer or Pokemon
  138. 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.
  139.  
  140. Blur: Ninja Feature, Free, Illegal
  141. Prerequisites: Ninja, 19 DEX
  142. Daily
  143. Target: Self
  144. 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.
  145.  
  146. Caltrops: Ninja Feature, Action, Illegal
  147. Prerequisites: Ninja, Throwing Weapons Proficiency
  148. Daily - Every 5 levels gained, you may perform this Feature another time per day
  149. Target: Any spot on the battlefield
  150. Effect: Use the Move Spikes
  151.  
  152. Dangerous Poisons: Ninja Features, Static, Legal
  153. Prerequisites: Ninja, at least five Ninja features, one of which can inflict Poison
  154. Static
  155. 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.
  156.  
  157. Double Team: Ninja Features, Action, Illegal
  158. Prerequisites: Ninja, Blur
  159. Daily
  160. Effect: Use the Move Double Team
  161.  
  162. I'm Over Here!: Ninja Feature, Free, Illegal
  163. Prerequisites: Ninja, 23 DEX
  164. Daily
  165. Trigger: You are targetted by an attack
  166. Effect: You may Shift immediately at your normal movement distance. The attack's targetted location does not change.
  167.  
  168. Nerve Coating Ninja Feature, Free, Illegal
  169. Prerequisites: Ninja, Vile Coating
  170. Daily - Every 6 levels gained, you may perform this Feature another time per day
  171. Target: One of your weapons
  172. 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.
  173.  
  174. Poison Jab: Ninja Feature, Action, Illegal
  175. Prerequisites: Ninja, a Poison-type Pokemon
  176. Daily - Every 9 levels gained, you may perform this Feature another time per day.
  177. Target: Pokemon or Trainers.
  178. Effect: Use the Move Poison Jab. Use your DEX modifier as your ATK stat.
  179.  
  180. Poison Powder: Ninja Feature, Action, Illegal
  181. Prerequisites: Ninja
  182. Daily
  183. Target: Pokemon or Trainers.
  184. Effect: Use the Move Poisonpowder as a melee attack.
  185.  
  186. Toxic Spikes: Ninja Feature, Action, Illegal
  187. Prerequisites: Ninja, Caltrops
  188. Daily - Every 8 levels gained, you may perform this Feature another time per day
  189. Target: Any spot on the battlefield
  190. Effect: Use the Move Toxic Spikes
  191.  
  192. Vanish: Ninja Feature, Static, Legal
  193. Prerequisites: Ninja, 22 DEX
  194. Static
  195. 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.
  196.  
  197. Vile Coating: Ninja Feature, Free, Illegal
  198. Prerequisites: Ninja, a Poison-type Pokemon
  199. Daily - Every 6 levels gained, you may perform this Feature another time per day
  200. Target: One of your weapons
  201. 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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