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Rune Master Proposal

Aug 29th, 2011
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  1. Rune Master
  2.  
  3. Prerequisites: Mystic, Channeled or Possessed an Unown
  4. Ability Bonus: Wisdom Bonuses: +1 WIS
  5. Class Features:
  6. Calling Chord, Letter Press
  7.  
  8. Calling Chord: Rune Master Feature
  9. Daily
  10. Target: Self.
  11. Effect: Roll 1d20 and add your WIS modifier. If the roll exceeds 10, an Unown appears within 5 yards of you. It is not immediately hostile.
  12.  
  13. Letter Press: Rune Master Feature
  14. At-Will
  15. Target: One to four Unowns.
  16. Effect: You may combine up to five separate Unowns into one Pokemon. If you have already combined two Unowns, you may still only add up to three more Unowns to the new Unown to make five total. Combined Unowns retain all different instances of Hidden Power and up to one other move from each Unown combined. When using Letter Press on Unown, for each instance of Hidden Power, choose whether it will operate on Attack stat or Special Attack stat. This choice is permanent. When combining Unowns, pick a Unown to be the Prime Unown of that combination. Whenever you add a Unown to a Prime Unown, add 3 points to any of the Prime Unown’s Base stats. Unowns combined with Letter Press can be kept in a single Poke Ball. Once combined with Letter Press, Unowns cannot be separated.
  17.  
  18. Once a Mystic has communed with an Unown, they have glimpsed into the power of the reality altering pokemon’s hive mind and have drawn the attention of all Unown who wander the world. The Rune Master takes hold of the Unown and works with them to improve their power while the Unown begin to influence the Mystic who calls themselves their master.
  19.  
  20. Banish: Rune Master Feature
  21. Prerequisite: Rune Master, 30 Unowns
  22. Daily - As long as you have 30 Active Unowns
  23. Target: Pokemon or Trainer.
  24. Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 16, the target is removed from the
  25. encounter and placed into a pocket dimension known as Unown Space for 1d6+2 hours. The target returns to the exact same spot it was, when it was Banished. When the target returns from Unown Space, its HP is halved. The target does not feel any time lost during days it spends in Unown Space as a result of being hit by Banish. You may return a target from Unown Space to the same space it was Banished from as a Trainer Action. If you use Banish on a day where you used Banish on the previous day and roll less than 15 during the initial roll for Banish, you are instead sent to Unown Space for 1d4 hours. You may not end your stay in Unown Space early.
  26.  
  27. Dimension Gate: Rune Master Feature
  28. Prerequisite: Rune Master, Hidden Teleport, 20 Unowns
  29. Daily - As long as you have 15 Unowns with you.
  30. Target: An adjacent area, with nothing occupying the targeted area.
  31. Effect: Choose an area you have visited in the past year. In the targeted area a magic door opens that, when stepped through, acts as a one-way door, which teleports you to the area you chose. The door teleports you into an open space that is not occupied by anything, or the nearest available area that isn’t occupied by
  32. anything.
  33.  
  34. Extra Eyes: Rune Master Feature
  35. Prerequisites: Rune Master, 3 Prime Unown composed of 5 Unown each
  36. Static
  37. Effect: Any time you or a Channeled Prime Unown would be targeted by an attack, add one to the target's Evasion Bonus for each other Channeled Prime Unown who is facing the attacker.
  38.  
  39. Hidden Curse: Rune Master Feature
  40. Prerequisite: Rune Master
  41. Daily
  42. Target: A Prime Unown.
  43. Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, teach the target the Move Curse. When an Unown you own use Curse, they may use it as if they were a Ghost-Type Pokemon. You may not target a Prime Unown with Hidden Curse if it already knows Curse.
  44.  
  45. Hidden Disable: Rune Master Feature
  46. Prerequisite: Rune Master
  47. Daily – Every 5 levels gained, you may perform this Feature another time per day.
  48. Target: A Prime Unown.
  49. Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, teach the target the Move Disable. You may not target a Prime Unown with Hidden Disable if it already knows Disable.
  50.  
  51. Hidden Power: Rune Master Feature
  52. Prerequisite: Rune Master
  53. Daily – Every 5 levels gained, you may perform this Feature another time per day.
  54. Target: Pokemon or Trainer.
  55. Effect: When you take Hidden Power, follow the instructions for the Move Hidden Power to determine what Type and Damage Dice Roll your Hidden Power will be. If you don’t like the results of your Hidden Power, you may reroll your Type or Damage Dice Roll once (You must stick with whatever your second roll is, unless it is the exact same roll, in that case you may reroll until it is a different result). When you take Hidden Power in this way, choose whether it acts as if it operates on the Attack stat or the Special Attack stat. You may take Hidden Power as many times as you’d like. If you take Hidden Power a fourth time or any more times after, you must replace a previous instance of Hidden Power. Use the Move Hidden Power. Use your STR mod as your Attack stat and your WIS mod as your Special Attack stat.
  56.  
  57. Hidden Recover: Rune Master Feature
  58. Prerequisite: Rune Master
  59. Daily – Every 5 levels gained, you may perform this Feature another time per day.
  60. Target: A Prime Unown.
  61. Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, teach the target the Move Recover. You may not teach a Prime Unown a Move with Hidden Recover if it already knows that Move.
  62.  
  63. Hidden Shifting TA, I
  64. Prerequisites: Rune Master, Unown with at least 8 differently typed Hidden Power Moves
  65. Daily - Every 5 levels gained, you may perform this Feature another time per day.
  66. Target: A Prime Unown
  67. Effect: Choose an instance of Hidden Power known by the target Prime Unown. X is your WIS modifier. For the next X times 10 seconds or X rounds, the target temporarily gains the elemental Type of this instance of Hidden Power. You may choose to replace the original type or add a second type. You may use this Feature more than once on the same Prime Unown to change its type multiple times.
  68.  
  69. Hidden Spike: Rune Master Feature
  70. Prerequisite: Rune Master
  71. Daily – Every 5 levels gained, you may perform this Feature another time per day.
  72. Target: A Prime Unown.
  73. Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, teach the target the Move Agility,
  74. Amnesia, Barrier, Calm Mind, Cosmic Power or Nasty Plot. You may not teach a Prime Unown a Move with Hidden Spike if it already knows that Move.
  75.  
  76. Hidden Strength: Rune Master Feature
  77. Prerequisite: Rune Master
  78. Static
  79. Target: A Prime Unown.
  80. Effect: When any of your Prime Unown uses one of its Hidden Powers, you may choose to, instead of it acting as a Burst, have it act as a Column 1-meter wide, 15 meters long. Whenever your Prime Unown use Hidden Power, they always add one STAB bonus to their damage roll, regardless of their typing.
  81.  
  82. Hidden Teleport: Rune Master Feature
  83. Prerequisite: Rune Master
  84. Daily
  85. Target: A Prime Unown.
  86. Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, teach the target the Move Teleport. You may not target a Prime Unown with Hidden Teleport if it already knows Teleport.
  87.  
  88. Hidden Tutor TA, I
  89. Prerequisites: Rune Master, any three out of the following feats: Hidden Teleport, Hidden Disable, Hidden Recover, Hidden Spike, Hidden Curse
  90. Daily
  91. Target: A Prime Unown
  92. Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 20, replace one of the target's instances of Hidden Power with a move that is of the same typing as that Hidden Power according to the guidelines below corresponding to damage roll. Hidden Tutor may not target the same Prime Unown more than three times.
  93.  
  94. 1d10+10: any at-will frequency move of the type
  95. 1d10+12: any EOT frequency move of the type from TMs 1-95 or any at-will frequency move of the type
  96. 1d12+14: any battle frequency move of the type from TMs 1-95 or any EOT or at-will frequency move of the type
  97. 2d12+16: any center frequency move of the type from TMs 1-95 or any Battle, EOT or at-will frequency move of the type
  98.  
  99. Ruin: Rune Master Feature
  100. Prerequisite: Rune Master, 15 Unowns
  101. Daily - As long as you have 10 Active Unowns
  102. Target: Pokemon or Trainer.
  103. Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, the target is Paralyzed, Burned,
  104. Poisoned, Asleep and Confused. Choose three status as a Trainer or Pokemon may only have three at any given time. The target is cured of all of the afflictions, as a result of Ruin, in 1d4 turns.
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