Advanced Features

Ace Trainer

Type Ace - Advanced Feature

Prerequisites: Ace Trainer, 6 of the same Type Pokemon Cataloged in Pokedex
Bonuses: +1 Attack
Class Features: Type Training, Improved Type Attacks
Special: Pick 1 Elemental Type. You may take Type Ace twice. If done, you must choose different Types.

Type Training: Type Ace Feature
Static
Trigger: Your chosen type pokemon gains experience points.
Effect: Each of your chosen type pokemon gains 1.2x the amount of experience they would gain normally. This replaces the amount of experience they would normally gain.

Improved Type Attacks: Type Ace Feature
Static
Trigger: Your pokemon’s chosen type damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add a STAB dice roll to the total. If your pokemon does not normally receive the STAB bonus, they roll one die, if you already receive the STAB bonus, add an additional die.

Stat Ace - Advanced Feature

Prerequisites: Ace Trainer, 3 pokemon with the chosen stat of 20 or more
Bonuses: +1 Intelligence
Class Features: Specialist Training, Stat Subversion
Special: Pick 1 Pokemon Stat. You may take Stat Ace twice. If done, you must choose different Stats.

Specialist Training: Stat Ace Feature
Static
Target: The stat of choice for any of your pokemon.
Effect: You may add a +3 modifier to the Base stat chosen for Stat Ace to your pokemon. If this changes which of the pokemon’s base stats are the highest, treat the altered base stats appropriately.

Stat Subversion: Stat Ace Feature
Static
Target: Enemy pokemon’s stat you chose Stat Ace for.
Effect: Your target foe’s stat chosen for Stat Ace is lowered by 3. You may only target one pokemon at a time, you may not change targets until the original is unable to battle. Targeting with Stat subversion is a free action.

Enduring Soul – Advanced Feature

Prerequisites: Ace Trainer, Trainer knocked unconscious by a foe at least once
Bonuses: +1 HP
Class Features: Boundless Endurance, Enduring Spirit

Boundless Endurance: Enduring Soul Feature
Static
Target: Your pokemon’s Defense, Special Defense and HP stats.
Effect: You may add to your pokemon’s Defense, Special Defense or HP stats when they level up, ignoring Base Relation.

Enduring Spirit!: Enduring Soul Feature
Battle
Trigger: One of your pokemon takes a hit that would lower it to 0 HP or less.
Effect: Roll 1d100. Add your Attack, Intelligence, and HP scores to the result. If your

Chaser – Advanced Feature

Prerequisites: Ace Trainer, 1 major foe’s escape or 3 Pokemon with Pursuit
Bonuses: +1 Speed
Class Features: No Escape, Torrential Pursuit

No Escape: Chaser Feature
Static
Target: A pokemon or trainer tries to flee during an encounter.
Effect: The foe subtracts your STR modifier from their roll during the Escape Check. Someone using the Run Away ability must make a regular Escape Check to flee.

Torrential Assault: Chaser Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: A pokemon flees successfully or a trainer recalls their pokemon.
Effect: Once per encounter, you may have an active pokemon make an attack on a pokemon as an Interrupt before they escape or are returned. If you are attacking a pokemon that has fainted and you lower them to -100% they must still make a death savings throw.

Arena Duelist – Advanced Feature

Prerequisites: Ace Trainer, 3 Badges or Medals earned through battling
Bonuses: +1 Perception
Class Features: Informed Victory, Scouting Mission

Informed Victory: Gym Battler Feature
Static
Target: A Gym Leader.
Effect: You know one pokemon on the Gym Leader’s roster before they send out their first pokemon just by looking at them. If the Gym’s stadium has any tricks, you are aware of them immediately.

Scouting Mission: Gym Battler Feature
Static
Trigger: A pokemon on your roster faints or is recalled during a Gym Battle.
Effect: X is your STR modifier halved. For the remainder of the encounter, one of the Gym Leader’s pokemon’s stats are treated as if they are X under what they actually are.

Prerequisites: Ace Trainer, 2 Badges, Dual Wielding
Bonuses: +1 Defense
Class Features: Team Spirit, Together!

Team Spirit: Tag Battler Feature
Static
Target: Your two active pokemon.
Effect: Each of your pokemon are treated as if one of their Combat Stages are raised 1 Combat Stage. The Combat Stage raised depends on what the highest stat of your other active pokemon is, ignoring HP. If one of your active pokemon’s highest stat, ignoring HP, is Attack, the other active pokemon’s Attack will be treated as if it is raised 1 Combat Stage. When switching, the Combat Stages are lowered and then rose again depending on the stats of each active pokemon.

Together!: Tag Battler Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your two active pokemon.
Effect: Your pokemon may combine two Moves into one on the slower pokemon’s turn if the faster of the two pokemon moved to the back of the queue on their turn. The Moves must both be the same Elemental type. The Moves must not be self-targeting moves. The Moves must both be able to legally target the target according to each Move’s Range. The Move’s Accuracy Check is the average of the two Moves’ Accuracy Checks. The Damage Dice Roll is both of the Moves’ Damage Dice Rolls combined. Treat the Frequencies of the Moves chosen as you would if you weren’t combining Moves. All Effects are added to the new, combined Move. Name the Move whatever you’d like.

Capture Specialist

Prerequisites: Capture Specialist, has captured 3 of the Same Pokemon
Ability Bonus: Dexterity Bonuses: +1 DEX
Class Features: Manic Obsession, Obsessive Compulsive

Manic Obsession: Maniac Feature
Static
Trigger: You throw any Poke Ball at a pokemon you’ve captured before.
Effect: When you roll d100 to try and capture a pokemon, subtract your 2 from your roll for each time you’ve captured that pokemon before. Evolution does not count as capture, only captures made in the wild count towards this capture rate bonus.

Obsessive Compulsive: Maniac Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: You throw a Poke Ball that fails to capture the target.
Effect: Throw any additional Poke Ball immediately. You may not throw the same Poke Ball that failed on the same turn, even if it was repaired.

Prerequisites: Capture Specialist, 15 Different Pokemon Cataloged in Pokedex
Ability Bonus: Dexterity Bonuses: +1 DEX
Class Features: Uncaptured Prey, Gotta Catch’em All

Uncollected Prey: Collector Feature
Static
Trigger: You throw any Poke Ball at a pokemon you’ve never owned before.
Effect: When you roll d100 to try and capture a pokemon, subtract either your DEX modifier or your INT modifier from your roll.

Gotta Catch’em All: Collector Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A wild pokemon.
Effect: For every 25 different pokemon you have owned, you may subtract 10 from your d100 capture roll.

Prerequisites: Capture Specialist, Upgraded Poke Ball Tool Box (7,500 )
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Poke Ball Design, Time Design

Poke Ball Design: Poke Ball Designer Feature
At-Will
Target: Upgraded Poke Ball Tool Box
Effect: Create a Poke Ball, a Great Ball or an Ultra Ball. Pokeball creation costs 450 , Great Ball creation costs 600 , Ultra Ball creation costs 900 . When creating or modifying any Poke Ball, call the creations whatever you’d like.

Time Design: Poke Ball Desginer Feature
At-Will
Target: Poke Ball, Great Ball or Ultra Ball
Effect: Add one of the following keywords to the targeted Poke Ball for 300 : Morning, Day, Dusk or Night. If the modified Poke Ball is used during the time of day that corresponds with the keyword added, it adds 5 to the capture rate of the Poke Ball.

Prerequisites: Capture Specialist, Mech Arm (10,000 ), 16 INT
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Pokedex Modifications, Mech Arm

Pokedex Modifications: Engineer Feature
At-Will
Target: Pokedex
Effect: You may alter the pokedex Radar to work at a greater range. You may alter that value from anywhere between a 5m radius to a 50m radius. The pokedex can also identify how many wilds the radar detects and which direction they are.

Mech Arm: Engineer Feature
Static
Target: Arm
Effect: You now have a mechanical arm you can wear over either your right or left arm. Add 2 points to your Strength stat. The Mech Arm has extending poles that can support the Arm’s weight when you are getting tired. The arm weighs 40 pounds.

Prerequisites: Capture Specialist, Apricorn Tool Box Add-on (3,000 )
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Apricorn Ball, Heal Ball Smith

Apricorn Ball: Apricorn Smith Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Any Apricorn
Effect: Roll 1d20, if your INT and DEX modifiers added to your roll exceeds 15 you may change any Apricorn into a basic Poke Ball.

Ball Smith A: Apricorn Smith Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: White, Green or Yellow Apricorn
Effect: Roll 1d20, if your INT and DEX modifiers added to your roll exceeds 15 you may change a White Apricorn into a Fast Ball, a Green Apricorn into a Friend Ball or a Yellow Apricorn into a Moon Ball.

Prerequisites: Capture Specialist, 17 DEX
Ability Bonus: Dexterity Bonuses: +1 DEX
Class Features: Type Boosters, Effect Orbs

Type Boosters: Artificer Feature
At-Will
Target: Items
Effect: You create a Hold Item that improves the power of any single Type of your choice. Name the item whatever you’d like. It adds up to 1d10 to your chosen Type attacks when held by a pokemon. The item creation costs 1100.

Effect Orbs: Artificer Feature
At-Will
Target: Items
Effect: You create a Hold Item that inflicts a Status effect on the holder. Name the item whatever you’d like. On the beginning of each turn, the item’s holder is inflicted with Frozen, Paralyzed, Asleep, Burned, or Poisoned. Whichever Status effect you chose, the item creation costs 1000 .

Prerequisites: Researcher, 21 INT
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Walking Doctorate, Flawless Classification

Walking Doctorate: Professor Feature
Static
Target: Anything related to knowledge you are allowed to look up.
Effect: You know pokemon data, relating to pokemon in your pokedex, about specific location and base stats. You may consult the GM’s Bestiary. Restricted to non-Legendary Pokemon.

Flawless Classification: Professor Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Any Pokemon.
Effect: Roll d20 and add your INT and WIS modifiers to the roll. If you roll higher then 20, you learn what level the pokemon is. If you roll higher then 25, you identify how much HP the target has left.

Prerequisites: Researcher, Encountered at Least 3 Legendary Pokemon
Ability Bonus: Wisdom Bonuses: +1 WIS
Class Features: Walking Mythos, Praise

Walking Mythos: Cryptozoologist Feature
Static
Target: Anything related to knowledge you are allowed to look up.
Effect: You know pokemon data, relating to pokemon in your pokedex, about move sets, type, type advantage, evolution methods, abilities, height, weight, and location. Restricted to Legendary Pokemon you have encountered.

Praise: Crytozoologist Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Legendary Pokemon.
Effect: Roll d20 and add your INT and WIS modifiers to the roll. If you roll higher then 15, the target favors you and will hesitate to attack you and your pokemon. You are also given points determined by your GM towards allying with the target.

Prerequisites: Researcher, 18 INT
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Potions Mastery, Repels Mastery

Potions Mastery: Scientist Feature
At-Will
Target: Items.
Effect: Create either a Potion (150 ), a Super potion (400 ), a Hyper Potion (750 ) or a Max Potion (1250 ). Name the concoction whatever you’d like out of whatever ingredients you’d like.

Repels Mastery: Scientist Feature
At-Will
Target: Items.
Effect: Create a Repel (200 ), a Super Repel (300 ) or a Max Repel (500 ). Name the concoction whatever you’d like out of whatever ingredients you’d like.

Prerequisites: Researcher, 16 WIS
Ability Bonus: Wisdom Bonuses: +1 WIS
Class Features: Family Finder, Close Watch

Family Finder: Watcher Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Wild Pokemon.
Effect: Roll 1d20 and add your INT and WIS modifiers. If the total exceeds 15, you can start an encounter with several more of the same pokemon as the target after the encounter you use Family Finder in.

Close Watch: Watcher Feature
Daily – Every 3 levels gained, you may perform this Feature another time per day.
Target: Wild Pokemon.
Effect: Multiply your WIS modifier by 5m. This is the farthest you may move without alerting a Wild’s attention. You may approach a Wild Pokemon without alerting it to your presence, until you stop moving. The pokemon you approach is not instantly provoked but may be startled. You may attempt to befriend the Wild as long as you don’t provoke it.

Prerequisites: Researcher, 21 WIS, Camera (4500 )
Ability Bonus: Wisdom Bonuses: +1 WIS
Class Features: Wild Photo, Battle Photo

Wild Photo: Photographer Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Wild Pokemon.
Effect: Roll 1d20 and add your WIS modifier. Multiply the total by 20. This is your value of the photo. You can try to sell these photographs anywhere.

Battle Photo: Photographer Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Battling Pokemon.
Effect: Roll 1d20 and add your INT modifier. Multiply the total by 20. This is your value of the photo. You can try to sell these photographs anywhere.

Prerequisites: Researcher, 16 INT, Explorer Kit (6250 )
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Stone Hunting, Rare Item Hunting

Stone Hunting: Petrologist Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere on a Route.
Effect: Say any whole number, then roll 1d20 and add your WIS and INT modifier. If the number you said before your roll is less then 3 whole numbers away from your roll you find an Evolutionary stone chosen by your GM.

Rare Item Hunting: Petrologist Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere on a Route.
Effect: Say any whole number, and then roll 1d20. If the number you said before your roll is equal to your roll plus or minus either your WIS or INT modifier you find a rare item chosen by your GM.

Prerequisites: Coordinator, 3 Tough Contest Ribbons
Ability Bonus: Constitution Bonuses: +1 CON
Class Features: Tough Advantage, Tough Entrance

Tough Advantage: Toughness Contester Feature
Static
Trigger: You enter a Tough Contest.
Effect: X is half of your CON modifier. Add Xd4 to your pokemon’s appearance appeal in the first round of a Contest.

Tough Entrance: Toughness Contester Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon or allied pokemon.
Effect: When you send out your pokemon, targeted by Tough Entrance, treat them as if they have the Intimidate pokemon ability, in addition to the ability they already have. If the pokemon already has Intimidate, treat them as if they have two separate Intimidate abilities. This effect ends when the pokemon is recalled.

Prerequisites: Coordinator, 3 Cool Contest Ribbons
Ability Bonus: Charisma Bonuses: +1 CHA
Class Features: Cool Advantage, Cool Entrance

Cool Advantage: Coolness Portrayer Feature
Static
Trigger: You enter a Cool Contest.
Effect: X is half of your CHA modifier. Add Xd4 to your pokemon’s appearance appeal in the first round of a Contest.

Cool Entrance: Coolness Portrayer Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon or allied pokemon.
Effect: When you send out your pokemon, targeted by Cool Entrance, treat them as if they have the Guts pokemon ability, in addition to the ability they already have. If the pokemon already has Guts, treat them as if they have two separate Guts abilities. This effect ends when the pokemon is recalled.

Prerequisites: Coordinator, 3 Cute Contest Ribbons
Ability Bonus: Charisma Bonuses: +1 CHA
Class Features: Cute Advantage, Cute Entrance

Cute Advantage: Cute Idol Feature
Static
Trigger: You enter a Cute Contest.
Effect: X is half of your CHA modifier. Add Xd4 to your pokemon’s appearance appeal in the first round of a Contest.

Cute Entrance: Cute Idol Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon or allied pokemon.
Effect: When you send out your pokemon, targeted by Cute Entrance, treat them as if they have the Cute Charm pokemon ability, in addition to the ability they already have. If the pokemon already has Cute Charm, treat them as if they have two separate Cute Charm abilities. This effect ends when the pokemon is recalled.

Prerequisites: Coordinator, 3 Beauty Contest Ribbons
Ability Bonus: Constitution Bonuses: +1 CON
Class Features: Beautiful Advantage, Beautiful Entrance

Beautiful Advantage: Beauty Modeler Feature
Static
Trigger: You enter a Beauty Contest.
Effect: X is half of your CON modifier. Add Xd4 to your pokemon’s appearance appeal in the first round of a Contest.

Beautiful Entrance: Beauty Modeler Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon or allied pokemon.
Effect: When you send out your pokemon, targeted by Beautiful Entrance, treat them as if they have the Clear Body pokemon ability, in addition to the ability they already have. If the pokemon already has Clear Body, treat them as if they have two separate Clear Body abilities. This effect ends when the pokemon is recalled.

Prerequisites: Coordinator, 3 Smart Contest Ribbons
Ability Bonus: Charisma Bonuses: +1 CHA
Class Features: Smart Advantage, Smart Entrance

Smart Advantage: Smartness Teacher Feature
Static
Trigger: You enter a Smart Contest.
Effect: X is half of your CHA modifier. Add Xd4 to your pokemon’s appearance appeal in the first round of a Contest.

Smart Entrance: Smartness Teacher Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon or allied pokemon.
Effect: When you send out your pokemon, targeted by Smart Entrance, treat them as if they have the Adaptability pokemon ability, in addition to the ability they already have. If the pokemon already has Adaptability, treat them as if they have two separate Adaptability abilities. This effect ends when the pokemon is recalled.

Prerequisites: Coordinator, 20,000 (10,000 )
Ability Bonus: Constitution Bonuses: +1 CON
Class Features: Family Inheritance, Judge Bribe

Family Inheritance: Investor Feature
Static
Trigger: You win a contest.
Effect: You gain 2x the amount of prize value instead of the normal amount you would win. This Feature replaces Improved Income.

Judge Bribe: Investor Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Contest Judge.
Effect: Before a Contest begins; you may pay 800 to have the contest type changed to a type you have at least 2 ribbons for.

Prerequisites: Coordinator, Fashion Case (3500 )
Ability Bonus: Constitution Bonuses: +1 CON
Class Features: Little Accessory, Sparkles and Glitter

Little Accessory: Fashion Designer Feature
At-Will
Target: Fashion Case
Effect: Create an Accessory, chose a Contest type, and name the Accessory whatever you’d like. When worn, it gives 1 extra point of appeal, to the Contest type of your choice, during the pokemon’s appearance appeal in the first round of a Contest. It costs 300 to create the Accessory. Up to three Accessories made with Little Accessory can be worn by any pokemon at a time.

Sparkles and Glitter: Fashion Designer Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Pokemon entering a contest.
Effect: Before a Contest begins roll 1d2 and multiply the result by the amount of Accessories made by a Fashion Designer the target is wearing. Add this to the pokemon’s appearance appeal in the first round of a Contest.

Prerequisites: Breeder, Hatched at least 7 Eggs, Egg Hatcher
Ability Bonus: Charisma Bonuses: +1 CHA
Class Features: This Is How You Do It, Son, Egg Advantage

This Is How You Do It, Son: Hatcher Feature
Static
Target: A Pokemon you’ve hatched, within at least 2 meters of one of its parents.
Effect: When the parent Pokemon gains Experience Points, instead it gains half of the experience points it would have gained, then the target gains the other half of the experience points. If both parents of a particular target are nearby, you may only use This Is How You Do It, Son’s Effect once.

Egg Advantage: Hatcher Feature
Daily
Target: A hatching egg.
Effect: Your CHA modifier halved is X. The hatching pokemon learns up to X Egg Moves, regardless of its parents’ move sets. These Egg Moves are decided at random. You can only have one instance of any attack. If a pokemon has fewer Egg Moves then X modifier, they learn all of their Egg Moves.

Prerequisites: Breeder, 18 WIS
Ability Bonus: Wisdom Bonuses: +1 WIS
Class Features: Natural Cook, Energy Boost

Natural Cook: Chef Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere on a Route.
Effect: Roll 1d4 and add your WIS modifier. The total represents the amount of food portions you make for humans and or pokemon, feeding them for the whole day.

Energy Boost: Chef Feature
At-Will
Target: Items.
Effect: You create an Energy Drink that provides Trainers with Temporary Hit-Points equal to your WIS modifier x5. The Temporary Hit-Points disappear in 1 hour. It costs 450 to create the Energy Drink.

Prerequisites: Breeder, 2 Contest Ribbons
Ability Bonus: Charisma Bonuses: +1 CHA
Class Features: Good Grooming, Contest Coating

Good Grooming: Groomer Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Pokemon.
Effect: After a 10 minute grooming, the target is temporarily at full happiness and appears more appealing. If they level up without a negative incident within 10 minutes of Good Grooming and have met all previous requirements for evolution, evolution is guaranteed.

Contest Coating: Groomer Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Pokemon entering a contest.
Effect: Add your CHA modifier to your pokemon’s appearance appeal in the first round of a Contest.

Prerequisites: Breeder, Traded at least 3 Pokemon
Ability Bonus: Charisma Bonuses: +1 CHA
Class Features: Level Trading, Gender Trading

Egg Trading: Trader Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere in a City or Town.
Effect: Your CHA modifier halved is X. Roll 1d20. Offer a Pokemon in a populated area and the GM will offer, through an NPC, a pokemon of the GM’s decision, move set, gender, stats, etc. If your roll added to X exceeds 15 you can chose an Egg Group and the pokemon will be from that Egg Group. You may turn down the GM’s offer.

Gender Trading: Trader Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere in a City or Town.
Effect: Your CHA modifier is X. Roll 1d20. Offer a Pokemon in a populated area and the GM will offer, through an NPC, a pokemon of the GM’s decision of move set, stats, etc. If your roll added to X exceeds 15, the pokemon will be the same species of pokemon as your offer, of the gender of your choice. You may turn down the GM’s offer.

Prerequisites: Breeder, Evolved at least 5 Pokemon
Ability Bonus: Charisma Bonuses: +1 CHA
Class Features: Early Evolution, Quick Study

Early Evolution: Evolver Feature
Static
Target: Pokemon the Breeder owns.
Effect: Your CHA modifier is X. Pokemon who level up by happiness and level requirement may evolve up to X levels earlier if they meet their requirements.

Quick Study: Evolver Feature
Static
Target: Pokemon the Breeder owns.
Effect: Your CHA modifier halved is X. Your pokemon’s attacks learned through level up are learned X levels earlier.

Prerequisites: Breeder, Field First Aid (650 )
Ability Bonus: Wisdom Bonuses: +1 WIS
Class Features: Treat Minor Wounds, Calming Herbs

Treat Minor Wounds: Medic Feature
At-Will
Target: Pokemon or Trainers.
Effect: Pay 150 then heal the target 20 HP.

Calming Herbs: Medic Feature
At-Will
Target: A Paralyzed Pokemon.
Effect: Pay 100 then roll 1d20. If your roll added to your WIS modifier exceeds 10, the target is no longer Paralyzed.

Prerequisites: Breeder, Used at least 10 TMs on their own Pokemon
Ability Bonus: Wisdom Bonuses: +1 WIS
Class Features: Weather Pushing, Status Pushing

Weather Pushing: Pusher Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, chose a TM that the target pokemon can learn that affects the weather on the field. Teach the target that TM as if you had used a TM. Once you successfully use Weather Pushing on a pokemon, Weather Pushing may not target that pokemon ever again.

Status Pushing: Pusher Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon who is leveling up to a level evenly divisible by 5.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, chose a TM that the target pokemon can learn that inflicts a status effect. Teach the target that TM as if you had used a TM. Once you successfully use Status Pushing on a pokemon, Status Pushing may not target that pokemon ever again.

Prerequisites: Psychic, a pokemon with Recover
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Light Healing Power, Meditation

Light Healing Power: Healer Feature
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 1d4 and add your INT modifier. The target heals that many Hit Points.

Meditation: Healer Feature
Daily
Target: Self.
Effect: After a five-minute break you recover half the value of your full HP.

Prerequisites: Psychic, a Pokemon you’ve leveled up through training 25 levels
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Dig Deep, Calming Vibe

Dig Deep: Empath Feature
At-Will – Drains 10 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Read the thoughts of your target, identifying a deep desire, goal or need.

Calming Vibe: Empath Feature
At-Will – Drains 7 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: You calm the target, curing it of Confusion. Calming Vibe can calm rages, focus a distorted mind, or neutralize a paranoid panic. In order to use Calming Vibe, the Trainer must be in a calm state of mind.

Prerequisites: Psychic, 3 Fire and or Psychic type pokemon
Ability Bonus: Constitution Bonuses: +1 CON
Class Features: Ember, Flash

Ember: Fire Breather Feature
At-Will – Drains 5 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the attack Ember. Consult your CON modifier for SP. ATK.

Flash: Fire Breather Feature
At-Will – Drains 2 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the attack Flash. Your CON modifier multiplied by 10 is X. You can sustain the light to use as a light source for X hours without losing any HP.

Prerequisites: Psychic, 3 Water and or Ice type pokemon
Ability Bonus: Constitution Bonuses: +1 CON
Class Features: Bubble, Icicle Spear

Bubble: Rain Maker Feature
At-Will – Drains 3 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the attack Bubble. Consult your CON modifier for SP. ATK.

Icicle Spear: Rain Maker Feature
At-Will – Drains 5 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the attack Icicle Spear. Consult your CON modifier for ATK.

Prerequisites: Psychic, 3 Ground and or Grass type pokemon
Ability Bonus: Constitution Bonuses: +1 CON
Class Features: Mud-Slap, Razor Leaf

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. Consult your CON modifier for SP. ATK.

Razor Leaf: Earth Shaker Feature
At-Will – Drains 6 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the attack Razor Leaf. Consult your CON modifier for SP. ATK.

Prerequisites: Psychic, 3 Flying and or Electric type pokemon
Ability Bonus: Constitution Bonuses: +1 CON
Class Features: Gust, Thundershock

Gust: Air Adept Feature
At-Will – Drains 3 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the attack Gust. Consult your CON modifier for SP. ATK.

Thundershock: Air Adept Feature
At-Will – Drains 6 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the attack Thundershock. Consult your CON modifier for SP. ATK.

Prerequisites: Psychic, 25 INT
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Mental Suggestion, Now to Act

Mental Suggestion: Influential Feature
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 1d20 and add your INT modifier. If the total exceeds 20, you may place a suggestion into the target’s mind. The target doesn’t need to act on it, nor do they immediately know why they thought of it.

Now to Act: Influential Feature
At-Will – Drains 25 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Roll 1d20 and add your INT modifier. If the total exceeds 15, the target will act on a suggestion on their mind. If the suggestion is entirely contradictory to their regular behavior, they will be hesitant throughout the execution of the suggestion. If it isn’t possible to execute the suggestion, they will fail trying. Using this on a target leaves discoverable psychic residue.

Prerequisites: Psychic, 22 INT
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Hour’s Past, Image Tailing

Hour’s Past: Clairsentient Feature
At-Will
Target: An item, or the exact location you are at.
Effect: Roll 1d20 and add your INT modifier. If the total exceeds 15, you can view a psychic panel summary of what has happened to that item or area in the past hour. The images are jumbled and might not be chronological order.

Image Tailing: Claisentient Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: An image seen while reading an object’s past.
Effect: Roll 1d20 and add your INT modifier. If the total exceeds 20, you can follow a part of the object’s past. You may follow a ghostly image, seen only by yourself, of a person, pokemon or other object that came into contact with the object you were reading and left. The ghostly image can only be followed for up to a mile from the spot you began to read.

Prerequisites: Psychic, 20 INT, a tool or symbol of your choice for Hexing (25 )
Ability Bonus: Intelligence Bonuses: +1 INT
Class Features: Glare, Hypnosis

Glare: Hex Maniac Feature
At-Will - Drains 15 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the Move Glare.

Hypnosis: Hex Maniac Feature
At-Will - Drains 20 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the Move Hypnosis.

Prerequisites: Martial Artist, 18 DEX
Ability Bonus: Dexterity Bonuses: +1 DEX
Class Features: Wall Runner, Poison Powder

Wall Runner: Ninja Feature
Static
Trigger: Acrobatic stunt.
Effect: You can move in a single direction on a wall, including up, for 3m without needing to make any checks. You can do acrobatic flips without needing to make checks. You can hide well without making checks.

Sleep Powder: Ninja Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Sleep Powder as a melee attack.

Prerequisites: Martial Artist, 18 STR
Ability Bonus: Strength Bonuses: +1 STR
Class Features: Sensei, Close Combat

Sensei: Black Belt Feature
Static
Trigger: Martial Arts stunts.
Effect: Chose a specific Martial Art; Judo, Karate, Sumo, Tai-Kwan-Do, Kickboxing etc. You are a master of that form of Martial Arts and can perform stunts related without making checks. You may take Sensei for another form of Martial Art again as a secondary feat.

Close Combat: Black Belt Feature
Daily
Target: Pokemon or Trainers.
Effect: Use the attack Close Combat. Use your STR modifier as your ATK stat. For the next five minutes, you take twice the amount of damage you would normally take.

Prerequisites: Martial Artist, 16 DEX
Ability Bonus: Dexterity Bonuses: +1 DEX
Class Features: Massage Therapy, Pressure Points

Massage Therapy: Massage Therapist Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: A Pokemon.
Effect: The target is temporarily at full happiness and appears more appealing. If they level up without a negative incident within 10 minutes of Massage Therapy and have met all previous requirements for evolution, evolution is guaranteed.

Pressure Points: Massage Therapist Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 1d20 and add your DEX modifier. If the total exceeds 15, the target is immobilized for 10 seconds. The target can move their head but their body is unable to move. They are not Paralyzed, their body is limp.

Prerequisites: Martial Artist, 19 STR
Ability Bonus: Strength Bonuses: +1 STR
Class Features: Weapon of Choice, Slash

Weapon of Choice: Weapons Master Feature
Static
Trigger: Weaponry stunt.
Effect: Chose a specific Arms Feature. You gain the Master level Feature of that Weapon and can perform stunts related without making checks. You may take Weapon of Choice for another form of Weapon multiple times. When you are given the Master level of the Arms Feature, you do not need any previous levels of that Arms Feature.

Slash: Weapons Master Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the attack Slash. Use your STR modifier, doubled, as your ATK stat.

Prerequisites: Martial Artist, a Pokemon who can use Aura, 18 STR
Ability Bonus: Strength Bonuses: +1 STR
Class Features: Aura Reading, Aura Mind

Aura Reading: Aura User Feature
At-Will
Target: Pokemon or Trainers.
Effect: You can read the Aura of your target. Everything has an Aura, but not many can access their Aura. Auras can be any color. The shade of the color varies from very tinted to very darkened. If the color of the Aura is tinted, the target has little negative intentions. If the color of the Aura is very blackened, the target has many malicious intentions. An Aura’s shade can be anywhere in between.

Aura Mind: Aura User Feature
At-Will
Target: Pokemon or Trainers.
Effect: You may project your thoughts into the minds of others to talk to them without talking out loud. Aura Mind doesn’t allow them to transmit their thoughts towards you.

Prerequisites: Martial Artist, 17 DEX, Juggling Set (150)
Ability Bonus: Dexterity Bonuses: +1 DEX
Class Features: Juggling Act, Quick Switch

Juggling Act: Juggler Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere in a City or Town.
Effect: Roll 1d20 and add your DEX modifer, then multiply the sum by ten. This number represents the amount of money in tips you received during your show. This power takes place over thirty minutes.

Quick Switch: Juggler Feature
Static
Trigger: You switch a pokemon during a battle.
Effect: Switching pokemon does not take your whole turn. You may only use Quick Switch once per battle.

Ranger

Prerequisites: Ranger, 20 DEX
Ability Bonus: Dexterity Bonuses: +1 DEX
Class Features: Food Finder, Safe Passage

Food Finder: Navigator Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere on a Route.
Effect: Roll 1d20 and add your WIS and CHA modifiers. If the total exceeds 15, you find enough food for a whole day for up to seven humans and or pokemon.

Safe Passage: Navigator Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Route.
Effect: Roll 1d20 and add your WIS and CHA modifiers. If the total exceeds 25, you can make it across the target route without any encounters from any wild pokemon for the day.

Prerequisites: Ranger, 2 pokemon who have served as a mount for a day each
Ability Bonus: Dexterity Bonuses: +1 DEX
Class Features: Stick to It, Battle Capable Riding

Stick to It: Rider Feature
Static
Target: Any pokemon that the Rider owns, the Rider’s Companion, or any Friendly.
Effect: You never need to make a check related to staying on target mounts unless your mount is knocked out.

Battle Capable Riding: Rider Feature
Static
Target: Any pokemon that the Rider owns, the Rider’s Companion, or any Friendly.
Effect: You may ride pokemon during unofficial battle and may always deflect damage done to you to the pokemon you are riding. Do apply weakness and resistance for damage that is redirected to the mount, do not apply stats.

Prerequisites: Ranger, CHA 18
Ability Bonus: Charisma Bonuses: +1 CHA
Class Features: Authority Figure, The Shakers and the Movers

Authority Figure: Detective Feature
Static
Trigger: Identification request or need.
Effect: You are a Detective, from the district of you choice. When outside of that district you have less authority and are out of jurisdiction. You may still perform as an officer depending on the local laws. Add your CHA modifier twice when making a check related to CHA.

The Shakers and the Movers: Detective Feature
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A group of people.
Effect: Roll 1d20 and add your CHA modifier, if the total is higher then 20 you locate a person who knows information related to things you want to know within reason.

Prerequisites: Ranger, CHA 15, DEX 18, Special Ops. Gear (6,000 )
Ability Bonus: Dexterity Bonuses: +1 DEX
Class Features: Scanner, Protect

Scanner: Spec. Ops. Member Feature
Static
Target: Any pokemon.
Effect: You can see a percentage when you look at a pokemon that represents how much of its total HP it has remaining.

Protect: Spec. Ops. Member Feature
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: You are hit by a Move.
Effect: Use the Move Protect.

Prerequisites: Ranger, Spec. Ops. Member or Detective for at least 4 months
Ability Bonus: Charisma Bonuses: +1 CHA
Class Features: Authority Figure, Commander

Authority Figure:
Static Captain Feature
Trigger: Identification request or need.
Effect: You are a Captain, from the region of you choice. When outside of that district you have less authority and are out of jurisdiction. You may still perform as an officer depending on the local laws. Add your CHA modifier twice when making a check related to CHA.

Commander: Captain Feature
Static
Target: Police officers or Rangers.
Effect: You can give commands to police officers and Rangers and they are obligated to act. A police chief may overrule your commands to their officers; no one may overrule your command to Rangers.

Prerequisites: Ranger, 16 CHA
Ability Bonus: Charisma Bonuses: +1 CHA
Class Features: Faster, Stronger

Faster: Coach Feature
Static
Target: One of your active pokemon.
Effect: Your targeted pokemon’s Speed related Capabilities are increased by 1.

Stronger: Coach Feature
Static
Target: One of your active pokemon.
Effect: Your targeted pokemon’s Power Capability is increased by 1.

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