Linking to this post from the first one, since I ran out of room in that post.
Well, anyway, did the Thief class. And cleaned up the Steal Pokemon feature, which mostly consisted of deleting unnecessary things. Criminal Class: Thief
Thief Advanced Class Prereqs: Criminal, 17 DEX, Steal Pokemon, Stolen at least 1000 P worth of items Thief Features: Stealth, Steal Ranging from petty purse thieves to crime leaders who oversee the stealing of hundred of items per day, all thieves have something in common: they want what other people have. Whether it's money, potions, artifacts, or even Pokemon, any decent thief can steal it. Getting away after you steal a shiny object is just as important as stealing it in the first place, so thieves are fast, though not quite as fast as Bikers. Class Features:Stealth Static Effect: You now have the Stealth capability, as a Pokemon would.
Steal Frequency: Every 5 levels gained you may perform this class feature another time per day. Trigger: You are adjacent to another trainer while they are using an item. Effect: Roll d20 and add your DEX modifier. If it is higher then the other trainer's DEX stat they cannot use the item. You get the item they where trying to use.
Other Features:Steal Pokemon + Prereqs: Thief, Dex 21, Stolen at least 1 Pokemon Frequency: Daily: Every 10 levels gained, you may perform this Feature another time per day. Target: One enemy trainer's Pokemon. Effect: You are no longer required to use Cripple on a trainer's Pokemon in order to catch it. The option to do so is still available to you, however, and provides you with a -10 bonus on your capture roll. This feature otherwise acts the same as the Steal Pokemon feature. This feature replaces Steal Pokemon.
Improved Distraction Prereqs: Thief, Dirty Distraction, CON 15, CHA 15 Static Trigger: You use either the Dirty Distraction or Pokemon Distraction feature. Effect: You may add your DEX modifier to distraction rolls while using Dirty Distraction. You may add 1/2 your Trainer level (rounded down) to your Pokemon's distraction rolls while using Pokemon Distraction.
Expanded Bag Space Prereqs: Thief Static Effect: Choose any one object you have that is capable of holding items (A pack, bag, sack, pocket, or even hat). This "bag" is now capable of somehow holding 10x what it could normally, and poses no weight issues. You cannot fit anything larger than the bag's opening into it. You may change which "bag" you would like to apply this feature to as many times as you want, but the original bag must not be holding more than it is normally able to, lest you face the consequences.
Bag of Holding Prereqs: Thief, Expanded Bag Space Static Effect: Choose any one object you have that is capable of holding items (A pack, bag, sack, pocket, or even hat). This "bag" is now capable of somehow holding a seemingly limitless amount of items, and poses no weight issues. You cannot fit anything 2x larger than the bag's opening into it. You may change which "bag" you would like to apply this feature to as many times as you want, but the original bag must not be holding more than it is normally able to, lest you face the consequences. This feature replaces Expanded Bag Space.
What a Charming Fellow Prereqs: Thief Effect: Your Charisma stat gains 1 point. However, every two days you must practice your Charismatic charms in front of a mirror or ally for at least half an hour that day. If you fail to do so, you lose all bonus you got from this feature and cannot get it back. You may take the What a Charming Fellow Feature multiple times. If you take this Feature multiple times, you still only need to practice the original amount.
Fleet Prereqs: Thief Static Effect: Effect: You may move an additional spaces per round equal to your DEX modifier divided by two, rounded down. This feature stacks with features that temporarily increase movement speed.
Time to Run! Prereqs: Thief, Expeditious Retreat Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: Yourself Effect: You can gain an additional burst of speed. On the round you use this feature, you gain an additional Move action. This move action may ONLY be used to move yourself, and can only be used once a round.
Steal + Prereqs: Thief, Dex 20 Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: A trainer you are adjacent to. Effect: You can try to steal another Trainer's items without them having to try to use it. Roll d20 + DEX modifier. The target rolls a d20+DEX modifier or d20+WIS modifier, whichever is higher. If you beat their roll, you take one item from them, chosen randomly by the GM.
Steal Z Prereqs: Thief, Steal +, Dex 22 Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: A trainer you are adjacent to. Effect: The target now rolls the lesser of its DEX or WIS modifiers when opposing your roll. If your roll is 5 or more greater than the target's roll, you take two items chosen by the GM instead of one. This feature replaces Steal +.
Steal Z+ Prereqs: Thief, Steal Z, Dex 24 Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: A trainer you are adjacent to. Effect: When using Steal Z, you now add 1/2 your DEX modifier on top of your roll. If your roll is 5 or more greater than the target's, you take up to three items chosen by the GM instead of two. This part of the feature replaces Steal Z. However, you may also use this feature in another way. This works exactly as Steal Z, but you may use it as a free action, instead of the usual standard action. You may also use it as you pass a trainer, and may therefore be used on multiple trainers as you pass them, as long as you have the movement and Daily Uses required to do so. You get a cumulative -2 penalty on your DEX modifier rolls for every trainer past the first one that you attempt to steal from in this way. You may still steal from a specific trainer only once per round. The first part of Steal Z+ feature does not apply to this use of the feature.
Capture Point C Prereqs: Thief, Capture Specialist, Steal Pokemon + Static Trigger: Using the Cripple move to steal a Pokemon. Effect: If Cripple would faint or kill the enemy Pokemon, it is instead left with 1 HP. Additionally, the bonus you gain from Crippling a Pokemon is -20 to the capture roll instead of -10.
Capture Point B Prereqs: Thief, Capture Specialist, Steal Pokemon +, Curve Ball Static Trigger: You throw a Pokeball to catch a trainer's Pokemon, in conjunction with either Curve Ball or Bean Ball. Effect: If you use Curve Ball or Bean Ball to catch a trainer's Pokemon, the trainer is not given a chance to block the Pokeball unless his Trainer Level is at least 5 greater than your Trainer Level. Even so, successfully blocking the ball damages the trainer for the amount the Pokemon would have been damaged.
Move: Thief Prereqs: Thief, Martial Artist, Steal + Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: Pokemon or Trainer Effect: Use the move Thief. Use your STR modifier as your ATK stat. Any item you take in this way simply stays on hand or goes into a bag. If used on a trainer, its side effects are instead those of the Steal + feature (you still must beat the trainer's roll to steal an item).
Flexible Body Prereqs: Thief, Martial Artist Static Effect: When you take damage from any source, reduce the damage by your DEX modifier unless the damage source specifically says it cannot be reduced. This stacks with the Tough Skin Martial Artist feature.
Styler Steal Prereqs: Thief, Ranger Static Trigger: Using any of the following features: Steal, Steal +, Steal Z, Steal Z+ Effect: You need not be adjacent to the trainer when using this feature. Instead, you use your styler, giving you a range of 1-3 meters for the Steal features. However, if you are stealing from 2 meters, your roll takes a -2 penalty, and a -4 penalty for stealing from 3 meters. This feature can be used with the second part of Steal Z+, but you take a -2 penalty to start with, which stacks with the penalties of both extra range and additional trainers.
Criminal Class: Biker
Biker Advanced Class Prereqs: Criminal, 16 CON, Bike: Manual (~1000 P) or Auto (~5000 P) Biker Features: Bike Proficiency, Biker Intimidation Manual Bike: Starting Overland capability is 4 Starting Power capability is 4 Starting Jump capability is 1 Starting Surface capability is 2Auto Bike: Starting Overland capability is 6 Starting Power capability is 5 Starting Surface capability is 3Whether in packs or even traveling alone, Bikers are a force to reckon with. The bikes they come equipped with allow them to speed around the battlefield with ease, running circles around trainers and even other Pokemon. While the actual criminal acts of bikers vary - some raid small towns with their gang, hit and run, steal, force road tolls out of passerby, or simply delight in intimidating people - their overall toughness does not. Although it has been said that a few Bikers are actually softies on the inside. Just don't quote me on that. Class Features:Bike Proficiency Static Effect: While on your bike and performing any action that leaves at least one hand free to control your bike (unless the bike is stopped), you take no penalties that stem from performing this action while riding. This feature does not function while riding on rough or difficult terrain.
Biker Intimidation Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: Any one Pokemon within sight OR one encounter. Effect: This feature functions as the Pokemon Ability Intimidate. You may expend a daily use to lower a target's Attack 1 combat stage, or on a wld encounter about to begin (roll 1d6 with a result of X. Wild Pokemon that are X levels below your Trainer level will flee from the encounter. This feature functions like the Criminal class feature 'Greater Intimidation', as seen above, unless you already have taken that feature or take it after joining the Biker class, in which case the following changes are made: Attack is lowered 2 stages instead of 1, and if used on an encounter, the roll is 1d4 instead of 1d6. This also works with the Ace Trainer's Intimidate ability.
Other Features:Bike Proficiency + Prereqs: Biker Static Effect: In addition to the effects of Biker Proficiency, you now gain a +1 bonus to all rolls you make when performing an action from your bike. This feature does not apply if you do not have one hand free to control your bike, unless stopped. The bonuses are not applied if you are riding on rough or difficult terrain. This feature replaces Bike Proficiency.
Bike Proficiency ++ Prereqs: Biker, Bike Proficiency Static Effect: This feature functions just as Bike Proficiency +, but the bonus gained is equal to your CON modifier instead. In addition, any ally or Pokemon (small enough to fit on the bike) riding on your bike with you gains a bonus of half your CON modifier on rolls they make. The bonuses are not applied if you are riding on rough or difficult terrain. This feature replaces Bike Proficiency +.
Look Ma, No Hands! Prereqs: Biker, Bike Proficiency, DEX 14 Static Effect: You are no longer required to keep one hand free for steering when performing an action on your bike, instead controlling it with your feet, head, or through sheer unexplainable skill. This feature is not usable if you are riding on rough or difficult terrain.
Scratch Prereqs: Biker, A knife or other sharp implement Frequency: Daily: Every 3 levels gained, you may perform this feature another day Target: Trainers or Pokemon Effect: You speed by a number of targets, scratching them with some object as you move past them. Use the move Scratch. Use your STR modifier as the ATK stat.
Metal Claw Prereqs: Biker, a Pokemon that knows Metal Claw Frequency: Daily: Every 5 levels gained, you may perform this feature another day Target: Trainers or Pokemon Effect: You speed by a number of targets, striking them with the side of your bike as you do so. Use the move Metal Claw. Use your STR modifier as the ATK stat.
Rough Terrain Mastery Prereqs: Biker, Bike Proficiency +, CON 18 Static Effect: You are no longer negatively effected by rough or difficult terrain while riding on it with your bike.
Bike Modifications Mk. I Prereqs: Biker, INT 12 Static Target: A bike, manual or auto Effect: Choose one of the following Basic Capabilities: Jump, Overland, Power, Surface. Taking this feature raises that capability for your bike by 1. Each modification has a cost of 300 P. Taking this feature means that you have the know-how to apply it more than once, and can be applied to any bike once per feature. It still takes 300 P of parts to apply it.
Bike Modifications Mk. II Prereqs: Biker, At least one instance of Bike Modifications Mk. I Static Target: A bike, manual or auto Effect: Choose one of the following Capabilities: Firestarter, Fountain, Glow, Stealth, Zapper. Taking this feature gives your bike the capability to perform it (Firestarter/Fountain/Zapper shoot their type out of a determined place, Stealth drastically muffles the bike, etc.). Each modification has a cost of 500 P. Taking this feature means that you have the know-how to apply it more than once, and can be applied to any bike once per feature. It still takes 500 P of parts to apply it.
Walk on Water Prereqs: Biker, Bike Modifications Mk. I, Rough Terrain Mastery, a bike with at least Overland capability 8 Frequency: At-Will Effect: As long as you have at least a speed of 100 mph (30 meters/round) when moving from land to water, you may continue to drive on top of the water as long as your speed does not drop below 50 mph (25 meters/round). Doing so results in a failure of this ability, and the crashing/sinking of the bike. Unless the waves are particularly huge, they do not affect your control with this ability.
One With the Wind Prereqs: Biker, Ace Trainer Static Effect: Your Pokemon are accustomed to the great speed of your marvelous bike, and are even motivated by it. The Overland capability and base Speed increases by 1 for all of your owned Pokemon. This effect is permanent and as long as the Pokemon continues to be owned by you. This effect is also stackable with any other bonuses to Overland or Speed.
Advantageous Speed Prereqs: Biker, Ace Trainer, One With the Wind Static Trigger: One of your Pokemon's damage dealing moves hits Effect: For every 1 meter your Pokemon moves in a line before attacking its target, deal an additional +2 damage before your foe subtracts their defense or special defense from the attack.
Toughie Prereqs: Biker, Coordinator, 1 Tough Contest ribbon, CON 18 Static Effect: Treat yourself as having both of the Tough Guy's basic class features. You cannot take this feature if you have taken Softie.
Softie Prereqs: Biker, Coordinator, 1 Tough Contest ribbon, CON 18 Static Effect: Treat yourself as having both of the Cute Idol's basic class features. You cannot take this feature if you have taken Toughie.
Extended-Range Telekinesis Prereqs: Biker, Psychic Static Effect: Your range for Telekinesis increases 3 times the original value.
Telekinetic Boost Prereqs: Biker, Psychic, CON 20 Frequency: Daily: Every 5 levels gained, you may perform this feature another day Target: Your bike Effect: For a number of minutes equal to your CON modifier x2, you may do one of the following: Increase your bike's Overland capability by 1/2 your CON modifier, or give your bike a Sky Capability equal to your CON modifier.
Edited by Styx, Sep 16 2010, 07:45 AM.
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