TheOtakuDude

Luckster

Oct 21st, 2016 (edited)
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  1. Luckster
  2. [Class] [Ability]
  3. Prerequisites: Elemental Connection (Psychic), Novice Guile or Perception
  4. Static
  5. Effect: You gain the Probability Control Ability.
  6.  
  7. Ace Up My Sleeve
  8. Prerequisites: Luckster
  9. At-Will - Free Action
  10. Effect: At the beginning of each day, you gain a 5. This becomes your Ace. At any time during the day, you may substitute your Ace for another d6 used in a skill check made by yourself or your Pokemon. The d6 that was replaced becomes your new Ace until the following day.
  11.  
  12. Wild Card
  13. [Move Pool]
  14. Prerequisites: Luckster
  15. Static
  16. Effect: You learn the Move Metronome. Additionally, whenever you use the Move Metronome, you may "roll" twice and choose the result.
  17.  
  18. Loaded Dice
  19. Prerequisites: Adept Guile or Perception
  20. Drain 1 AP - At-Will - Free Action
  21. Trigger: You would trigger Probability Control, but its frequency has run out.
  22. Effect: You may Drain 1 AP to use Probability Control, ignoring frequency.
  23.  
  24. Double or Nothing
  25. Prerequisites: 4 Gambler Features, Master Guile or Perception
  26. Daily/15 - Free Action
  27. Trigger: You or your Pokemon are about to make an AC Check
  28. Effect: Instead of rolling 1d20, flip a coin. If heads, treat the attack as if you had rolled a Natural 20. If tails, treat the attack as if you had rolled a Natural 1, and the user triggers Bad Luck. You do not gain Luck from "rolls" made with this Feature.
  29.  
  30. Mechanic - Bad Luck:
  31. Whenever a user triggers bad luck, they must roll 1d10. On a result of 1-3, the target gains an Injury. On a result of 4-6, the target is Tripped. On a result of 7-9, the target drops their Held Item or is Disarmed (prevented by Sticky Hold). On a result of 10, the target gains an Injury, is Tripped, and is Disarmed.
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