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- Minimalist Modification:
- take the elemental psychics, add the following explicitly listed battle applications to the -kinesis feats, and replace the listed feats to be removed with assorted utility feats of the more thorough reduxes.
- Rain Maker:
- Hydrokinesis - push any target in surface or underwater terrain up to 5m, treat this as a non-damaging attack with AC 4
- Cryokinesis - create or destroy icy terrain in a 1m area as a trainer action
- Remove: Bubble, Icicle Spear
- Air Adept:
- Aerokinesis - push a target up to 2m, treat this as an non-damaging attack with AC 4
- Electrokinesis -
- Remove: Air Cutter
- Fire Breather:
- Pyrokinesis -
- Photokinesis - create a coat on a target making attacks require +2 to hit, requires TL to sustain, one target at a time only
- Remove: Flame Wheel, Mirror Shot
- Earth Shaker:
- Terrakinesis - create or destroy sandy terrain in a 1m area as a trainer action
- Botanokinesis - create rough terrain in a 1m area if there is sufficient plant life, destroy rough terrain in a 1m area created by plant life
- Remove: Mud Shot, Rock Throw, Mega Drain
- Battle Style Modification
- Rather than being mostly identical damage output classes with type differences and small variations in utility moves, elemental psychics are created to cater to a particular style of battle, taking advantage of more specific situations and setting different paces in battle compared to each other. In addition, the -kinesis features have the modifications listed above.
- Rain Maker Redux
- The Rain Maker now benefits more from creating and sustaining hail and rain, with features made to allow them and their allies to take further advantage of the weather.
- Prerequisites: Psychic, 3 Water and or Ice type pokemon
- Ability Bonus: Constitution
- Bonuses: +1 CON
- Class Features:
- Whirlpool, Aquatic Movement
- Whirlpool: Rain Maker Feature
- At-Will – Drains 12 of user’s HP per use.
- Target: Pokemon or Trainers.
- Effect: Use the Move Whirlpool. Use your CON modifier as your SP. ATK stat.
- Aquatic Movement: Rain Maker Feature
- At-Will - Drains 5 of user's HP per turn.
- Target: Self
- Effect: The user gains Surface and Underwater capabilities equal to their CON modifier. This must be maintained by paying the HP cost each turn as a free action or the effect is dispeled. When Aquatic Movement is activated, the user may use their Surface or Underwater movement capability in place of Overland when it is Raining.
- The Rain Maker is a Psychic who can grab water molecules in the air and focus them into a liquid mass. Users of hydrokinesis and cryokinesis, Rain Makers can push their foes with their bursts of water and stop them in their place once they are soaked with ice. The water is very reliable for hydration and also serves to keep wounds calmed until healed. Some think little of water, but when surrounded by a globe of water, it’s hard to laugh without drowning.
- Aurora Beam: Rain Maker Feature
- Prerequisites: Rain Maker, 3 Rain Maker features
- At-Will – Drains 16 of user’s HP per use.
- Target: Pokemon or Trainers.
- Effect: Use the Move Aurora Beam. Use your CON modifier as your SP. ATK stat.
- Blizzard: Rain Maker Feature
- Prerequisites: Rain Maker, 8 Rain Maker Features, Perfect Storm, Level 15
- At-Will - Drains 50 of the user's HP per use.
- Target: Pokemon or Trainers.
- Effect: Use the Move Blizzard. Use your CON modifier as your SP. ATK stat.
- Bubblebeam: Rain Maker Feature
- Prerequisites: Rain Maker
- At-Will – Drains 9 of user’s HP per use.
- Target: Pokemon or Trainers.
- Effect: Use the Move Bubblebeam. Use your CON modifier as your SP. ATK stat.
- Cryokinesis: Rain Maker Feature
- Prerequisites: Rain Maker, 3 Ice Type pokemon
- At-Will
- Effect: When targeting any type of frozen water with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You can mold ice into other forms of ice and freeze water by thought. You may create or destroy icy terrain in a 1m area, as a trainer action.
- Eye of the Storm: Rain Maker Feature
- Prerequisites: Rain Maker, Perfect Storm
- Daily - TA
- Target: Trainers or Pokemon
- Effect: For the rest of the encounter, X targets are exempt from the effects of Rain Dance and Hail. If used on allies or yourself, you may choose to exempt them only from taking damage. X is your CON modifier divided by 4. The minimum for X is 1.
- Hail: Rain Maker Feature
- Prerequisites: Rain Maker, 3 Rain Maker features
- At-Will – Drains 20 of user’s HP per use.
- Target: No Target.
- Effect: Use the Move Hail.
- Haze: Rain Maker Feature
- Prerequisites: Rain Maker, 6 Rain Maker Features
- At-Will - Drains 10 of user's HP per use.
- Target: None
- Effect: Use the Move Haze.
- Hydrokinesis: Rain Maker Feature
- Prerequisites: Rain Maker, 3 Water Type pokemon
- At-Will
- Effect: When targeting any type of water with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You can mold water into other forms of water and produce small quantities of water from the air by thought. You may use Hydrokinesis as an AC 4 non-damaging water type attack that deals no damage and pushes a target in Surface or Underwater terrain up to 5m, as a trainer action.
- Rain Dance: Rain Maker Feature
- Prerequisites: Rain Maker, 3 Rain Maker features
- At-Will – Drains 20 of user’s HP per use.
- Target: No Target.
- Effect: Use the Move Rain Dance.
- Refreshing Drizzle: Rain Maker Feature
- Prerequisites: Rain Maker, Rain Dance
- At-Will - Drains 8 of user's HP per use.
- Target: Self or an adjacent trainer or pokemon.
- Effect: The target gains the Hydration ability for the next X rounds. X is your CON modifier.
- Perfect Storm: Rain Maker Feature
- Prerequisites: Rain Maker, Persistent Storm, 18 CON
- Daily - TA - Drains 30 of user's HP per use
- Effect: Perfect Storm can only be used if one of Rain or Hail is active. If Rain is active, use the move Hail. If Hail is active, use the move Rain Dance. If Rain Dance is used with Perfect Storm, previous instances of Hail do not end. If Hail is used with Perfect Storm, previous instances of Rain do not end. Non-Water Pokemon take double damage from Hail while both Hail and Rain are active. Ice-Type Attacks deal 1.5x the damage they normally would while both Hail and Rain are active.
- Persistent Storm: Rain Maker Feature
- Prerequisites: Rain Maker, Rain Dance or Hail
- Daily/10 - FA - Drains 10 of user's HP per use
- Trigger: Any effect causes Rain or Hail weather to end
- Effect: Roll 1d20+CON mod, on 15 or higher, the weather effect fails to end. If the effect that would have caused the weather to end was another weather effect, it does not take place. If the weather effect would have ended due to the passage of time, treat it as if it were renewed at half duration.
- Surf: Rain Maker Feature
- Prerequisites: Rain Maker, 7 Rain Maker Features
- At-Will – Drains 30 of user’s HP per use.
- Target: Pokemon or Trainers.
- Effect: Use the Move Surf. Use your CON modifier as your SP. ATK stat.
- Earth Shaker Redux
- The Earth Shaker prefers a slower paced battle, using their feats to provide defensive support to their pokemon and allies. Accuracy-reducing moves and damage-reducing coats both work towards this end, as well as the healing provided by their grass type attacks.
- Prerequisites: Psychic, 3 Ground and or Grass type pokemon
- Ability Bonus: Constitution
- Bonuses: +1 CON
- Class Features:
- Mud Slap, Earthen Armor
- Mud-Slap: Earth Shaker Feature
- At-Will – Drains 5 of user’s HP per use.
- Target: Pokemon or Trainers.
- Effect: Use the attack Mud-Slap. Use your CON modifier as your ATK stat.
- Earthen Armor: Earth Shaker Feature
- At-Will - Drains 5 of user's HP per use.
- Target: Self or an adjacent trainer or pokemon
- Effect: For the next X rounds, the target is treated as if it had +X to its defense stat. X is your CON modifier. If used on someone other than yourself, the target also takes 5 unreducable damage. Only one instance of Earthen Armor can affect a target at a given time.
- An Earth Shaker is both geokenetic and botanokinetic. These Psychics can influence the growth of plants and movement of the earth below them. They can lift rocks and sand or uproot a plant to use for whatever they see fit. Holding down a foe can be helpful and easily done with moving vines or a ton of dirt. Makeshift shelters are a simple matter for the most powerful of Earth Shakers, but even a weak one can surprise the foe with a tremor or two.
- Botanokinesis: Earth Shaker Feature
- Prerequisites: Earth Shaker, 3 Grass Type pokemon
- At-Will
- Effect: When targeting any type of plant with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You can rapidly grow any plant you can lift 5 ft per round by subtracting 10 HP from yourself. You may target a 1m area in which is there plant life and transform it into rough or blocking terrain, as a trainer action.
- Cotton Spore: Earth Shaker Feature
- Prerequisites: Earth Shaker
- At-Will – Drains 4 of user’s HP per use.
- Target: A Pokemon.
- Effect: Use the Move Cotton Spore.
- Earthquake: Earth Shaker Feature
- Prerequisites: Earth Shaker, 8 Earth Shaker Features, Level 15
- At-Will – Drains 30 of user’s HP per use.
- Target: Trainer or Pokemon.
- Effect: Use the Earthquake. Use your CON modifier as your ATK stat.
- Giga Drain: Earth Shaker Feature
- Prerequisites: Earth Shaker, 4 Earth Shaker features
- At-Will – Drains 16 of user’s HP per use.
- Target: Trainer or Pokemon.
- Effect: Use the Move Giga Drain. Use your CON modifier as your SP. ATK stat.
- Gravity: Earth Shaker Feature
- Prerequisites: Earth Shaker, 3 Earth Shaker Feats
- At-Will – Drains 30 of user’s HP per use.
- Target: No Target
- Effect: Use the Move Gravity.
- Improved Earthen Armor: Earth Shaker Feature
- Prerequisites: Earth Shaker, 18 CON
- Daily/10 - Drains 15 of user's HP per use.
- Target: Self or an adjacent pokemon or trainer
- Effect: For the next X rounds, the target is treated as if it had +X to its defense stat. X is your CON modifier doubled. Only one instance of Improved Earthen Armor can apply to a target at a time. Improved Earthen Armor does not stack with Earthen Armor
- Perfect Defense: Earth Shaker Feature
- Prerequisites: Earth Shaker, 18 CON
- Daily - Drains 20 of user's HP per use.
- Target: Pokemon
- Effect: For the next X rounds, the target gains the Solid Rock ability. X is your CON modifier.
- Power Gem: Earth Shaker Feature
- Prerequisites: Earth Shaker, 6 Earth Shaker features
- At-Will – Drains 10 of user’s HP per use.
- Target: Trainer or Pokemon.
- Effect: Use the Move Power Gem. Use your CON modifier as your SP. ATK stat.
- Resilient Roots: Earth Shaker Feature
- Prerequisites: Earth Shaker, Giga Drain
- At-Will - Drains 15 of user's HP per use.
- Target: Self or an adjacent pokemon or trainer
- Effect: For the next X rounds, treat the target as if it were under the effects of Ingrain. Only one instance of Resilient Roots may apply to a target at a time. X is your CON modifier.
- Sandstorm: Earth Shaker Feature
- Prerequisites: Earth Shaker, 4 Earth Shaker features
- At-Will – Drains 20 of user’s HP per use.
- Target: Trainer or Pokemon.
- Effect: Use the Move Sandstorm.
- Stone's Endurance: Earth Shaker Feature
- Prerequisites: Earth Shaker, Improved Earthen Armor
- At-Will - Drains 8 of user's HP per use.
- Target: Self or adjacent trainer or pokemon.
- Effect: The target has the Sturdy ability for the next X rounds. X is your CON modifier.
- Terrakinesis: Earth Shaker Feature
- Prerequisites: Earth Shaker, 4 Ground or Rock Type pokemon
- At-Will
- Effect: When targeting any type of rock or piece of ground with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You can mold earth into rock and break up rock into dirt. You may create or destroy Sandy terrain in a 1m area, as a trainer action.
- Tunneling: Earth Shaker Feature
- Prerequisites: Earth Shaker, Terrakinesis
- At-Will - Drains 5 of user's HP per turn.
- Target: Self
- Effect: The user gains burrow capability equal to their CON modifier. This must be maintained by paying the HP cost each turn as a free action or the effect is dispeled.
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