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- The following are some potential utility feats I drafted up for Rune Masters. They are not all meant to be inserted into the class but instead to give options when developing the final draft of the redone class.
- The first three feats here are probably more sensible to introduce into the class and have simpler mechanics.
- Runic Lens
- Prerequisites: Rune Master, A Prime Unown composed of 5 Unown
- Daily - Every 5 levels gained, you may perform this Feature another time per day as long as you have an active Prime Unown composed of 5 Unown
- Target: An adjacent surface, no more than 1 meter thick
- Effect: Arrange a Prime Unown composed of 5 Unown into a circle on the target surface, with a diameter no more than X meters, where X is your WIS modifier halved. You may look through this circle to the other side as if the target surface were not present. Runic Lens lasts for 1d4 minutes.
- Song of Alph
- Prerequisites: Rune Master, Mystic, Channel Friend+, 15 Unown
- Daily - As long as you are Channeling a Prime Unown.
- Target: Self
- Effect: You and your Unown begin to sing and emit an eerie melody. X is your WIS modifier halved. For the next X rounds, Pokemon you are Channeling have access to instances of Hidden Power known by your Channeled Prime Unown. You may not take trainer actions or command Pokemon that are not Prime Unown while Song of Alph is active. You may choose to end the effect early as a free action.
- Hidden Capability
- Prerequisites: Rune Master
- Daily
- Target: A Prime Unown
- Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, choose an instance of Hidden Power known by the target, and the target gains a capability according to the type of the Hidden Power as follows:
- Bug = Threaded, Dark = Stealth, Dragon = Mind Lock, Electric = Zapper, Fighting = Aura, Fire = Firestarter, Flying = Guster, Ghost = Phasing, Grass = Sprouter, Ground = Groundshaper, Ice = Freezer, Normal = Tracker, Poison = Shrinkable, Psychic = Telepath, Rock = Materializer, Steel = Magnetic, Water = Fountain
- Once you successfully use Hidden Capability on a Prime Unown, Hidden Capability may not target that pokemon ever again.
- *halp with Dragon, Poison and Normal, they don't work well
- ---------------------------------------
- The following feats here are things I think are really cool ideas but are ultimately too wordy and too unfitting for PTA.
- Room of Unveiled Truths
- Prerequisites: Rune Master, 20 Unown
- Daily - As long as you have 15 Active Unowns
- Target: An adjacent area of the size of an average room, one target trainer within the area or entering the area
- Effect: Afix 15 Unown to the outside perimeter of the target area. These Unown can no longer shift, perform Moves, activate any capabilities or abilities, or take any effect from attacks for the duration of Room of Unveiled Truths and are treated as Invisible for the duration as well. Roll 1d20 and add your WIS modifier. If the total exceeds 15, the objects within this area give subtle hints and information about the target pokemon or trainer that are only visible to you. For example, books may include short lines in Unown script that describe events in the target's past, any electronic screens may play back vague videos of the target's memories, radios may play back the target's thoughts, etc. The effects of Room of Unveiled Truths last for X minutes, where X is your WIS modifier doubled, or until the target leaves the area.
- Alphelite's Domain
- Prerequisites: Rune Master, 20 Unown
- Daily - As long as you have 15 Active Unowns
- Target: An adjacent area of the size of an average room
- Effect: Afix 15 Unown to the outside perimeter of the target area. These Unown can no longer shift, perform Moves, activate any capabilities or abilities, or take any effect from attacks for the duration of Alphelite's Domain and are treated as Invisible for the duration as well. You may choose to have trainers within the target area take a -X penalty to checks made in the area, where X is half your WIS mod. Alphelite's Domain's effects last for half an hour. You may choose to end its effects early.
- Symbolsight
- Prerequisites: Rune Master, 25 Unown
- Daily - Every 5 levels gained, you may perform this Feature another time per day as long as you have 20 Unown with you.
- Target: Self
- Effect: Roll 1d20 and add your WIS modifier. On a result of 15 or more, your connection with the Unown allows you to gain insight into the abstract, symbolic connections between people, places and Pokemon for the next 1d4 minutes. When you look at people or objects, you also see a visual overlay that symbolically represents them.
- For example, a building in which a massacre occurred may appear to be bleeding, anyone Channeling a Pokemon appears with a faint image of the Pokemon they are Channeling over their head. Trainers with strong bonds to legendary pokemon tend to take on bits of their appearance. People playing out strong archetypes take on characteristics of those archetypes. A very violent person appears with claws. A pious person may be shrouded in light or appear to have a halo. These symbols can be very cryptic and hard to decipher.
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