Name: Alice Kari
Age: 17
Gender: Female
Height: 5'4"
Weight: 120lbs
Birth Date: Early Winter
Ship:
Appearance: To Be Written
Alice is a young woman from the town of Solace, daughter of a navy officer by the name of Johan. Her mother, a lady Aloran, passed away in childbirth leaving Alice to a nanny. Her nanny was named Laura, a peasent woman from Solace's merchant district. Alice was often taken down through the docks and merchant district as a young child and left to her own devices. Laura cared but was not a very attentive Nanny, much too busy with the local gossip and chatter.
Alice's life changed around the age of eight, after she had been enrolled in military academy. Down in the docks one afternoon off she came across a tinkerer working on creating a new type of cannon. One that literally shot out wooden fists. After her giggles drew his attention he began to lecture her about the power of a fighting type at his cannons disposal; To his amazement, she became absorbed. Even as her school continued she often snuck out to 'old man James' to watch him tinker and slowly pick up a few tricks from him. The years passed with her weekend visits to James the tinkerer and her curiosity focusing her studies towards science until she was twelve and it happened. With an explosion, James passed away. No matter how he tinkered, he could not get that fighting type cannon working. Until it eventually backfired.
It was the first time the spoiled child of now Captain Aloran had suffered a real loss and she mourned very badly. Namely, she cried her eyes out and locked herself in her room for a good two weeks refusing to come out. The young girl was crushed as her mentor and friend had passed on. She was soon brought a letter from Laura whom had been given a letter adress to her, found in the Tinkerer's study. The letter to summation mainly stated if he ever died it would be happy, and that one should pursue their dreams till the end. To never look back, and always press forward.
After her mourning had been complete she took to pursuing her studies with a vigor, and by the age of 13 had joined the Naval academy of Science. She spent the next 3 years until graduating a year early at 16 with honors, a motivated young scientist of the navy. Her father was proud, Laura was proud, and Alice had come out of the Academy with a friend. A Young Emolga by the name of Emmy. Her final project that made her graduate with 'honors' was in fact its color, a unique design made of a mix of berries, thunderstone fragments and a few secret ingredients. She was escalated into the navy as a researcher on a small outpost a bit to the northwest of Solace proper.
Alice stayed in the outpost for a full year steadily growing more discontent with the Navy. Here she was out of school, and away from her Captain's father's protective grasp. Here she was how real navy men acted… And they were generally Jerks. She couldn't do anything but thankfully her post as a researcher kept her safe from more then rude comments. Until a young Cannoneer got a piplup on a pirate hunting expedition. When it didn't prove up to his glorious standards, taken from his Pidgeotto, he began to beat the piplup until it collapsed. Alice saw this for several weeks and whenever she tried to help he recalled it, sneered at her and left. Alice had had enough.
It took her another month of tinkering to make something special. A glove that added a special 'charge' to a thrown pokeball. It allowed an attempt at a pokemon to be captured even if owned, assuming it didn't mind being caught that is. One afternoon she debuted it, namely by capturing the poor little piplup; Pippi. The cannoneer raised the alarm about her being a pokethief. Realizing she in fact was, Alice stole a small skipper and booked it. She pretended to be a ship wreck survivor from a pirate ship a few leagues out from port and got a ride to a small island further from Solace. And so, Alice's journey began.
Stat |
Amount |
Mod |
STR |
08 |
-2 |
DEX |
18 |
+4 |
CON |
08 |
-2 |
INT |
18 |
+4 |
WIS |
08 |
-2 |
CHA |
10 |
+0 |
|
Pole Weapons User: Arms Feature
Gifted To: Capture Specialist or Researcher or Psychic or Martial Artist
Prerequisites: 16 INT
Effect: The Trainer can use Spears, Poleaxes, Polehammers, Glaives, Halberd, Mauls, Pikes, or any other Weapon that would fit into the Pole Weapons category. These weapons deal 1d10 + INT modifier.
Pole Weapons Proficiency: Arms Feature
Prerequisites: Pole Weapons User, 18 INT
Effect: The Trainer can use Spears, Poleaxes, Polehammers, Glaives, Halberd, Mauls, Pikes, or any other Weapon that would fit into the Pole Weapons category. These weapons deal 2d20 + INT modifier.
Capture Point: Capture Specialist Feature
Static
Trigger: You throw a Poke Ball.
Effect: Subtract either half of your DEX modifier or half of your INT modifier from your d100 rolls when throwing any Poke Ball.
Poke Ball Repair: Capture Specialist Feature
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any Poke Ball that has failed to capture a pokemon and broke.
Effect: Roll d20 and add your DEX and INT modifiers to the roll. If the total exceeds 15, the Poke Ball is fixed and is treated as if it had not broken.
Capture Point +: Capture Specialist Feature
Prerequisites: Capture Specialist, 15 INT, 15 DEX
Static
Trigger: You throw a Poke Ball.
Effect: Subtract both half of your DEX modifier and half of your INT modifier from your d100 rolls when throwing any Poke Ball. This Feature replaces Capture Point.
Curve Ball: Capture Specialist Feature
Prerequisites: Capture Specialist, 16 DEX
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Trigger: You throw a Poke Ball.
Effect: You may deal X damage to the target you are throwing a Poke Ball at where X is your DEX modifier. The target’s Defense or Special Defense cannot reduce this damage.
Loyalty Meter: Snagger Feature
At-Will
Target: Owned Pokemon.
Effect: By pointing your Snag Machine at an owned Pokemon, you may determine the Loyalty of that
Pokemon. Loyalty is measured from 0 to 4. Pokemon with Loyalty 0 dislike their trainer, and/or is commonly used for attacking defenseless Pokemon or people. Pokemon with Loyalty 1 are newly caught, previously wild, Pokemon who don’t trust their trainer and/or are used to commit crimes. Pokemon with Loyalty 2 Like their trainer or were traded to their trainer but are used to commit crimes. Pokemon with Loyalty 3 love their trainers and/or were hatched by their trainers. Pokemon with Loyalty 4 have unbreakable bonds with their trainer.
Snag!: Snagger Feature
Daily
Target: Owned Pokemon with loyalty 0 or 1.
Effect: Throw a Poke Ball using your Snag Machine as if the target is a wild Pokemon and roll your 1d100 capture roll, subtracting an additional 5 from your check. If you beat the target’s Capture Rate you have
captured the target. The Pokemon is mistrustful towards you but just as mistrusting and just as trainable as any wild you would have caught in the wild.
Subtle Break: Snagger Feature
Prerequisites: Snagger, a Pokemon who was once another Trainer’s pokemon
Daily
Target: A Pokemon with Loyalty 2.
Effect: Roll 1d20 and add your INT modifier. If you roll 20 or higher, you may target the Pokemon with
Loyalty 2 for the next 3 rounds with Snag!
Starting stats
08 STR/14 DEX/10 CON/14 INT/08 WIS/10 CHA
Class Map
Capture Specialist/Snagger
Features
Level 1: +1 Dex, Gained Class; Capture Specialist (+1 Dex, +1 Int), Gained Features (Pole Weapon User, Pole Weapon Proficiency, Capture Point, Poke Ball Repair)
Level 2: +1 Dex, Gained Features (Capture Point +)
Level 3: +1 Dex, Gained Features (Curve Ball)
Level 4: +1 Int, Gained Advanced Class; Snagger (+1 Int), Gained Features (Loyalty Meter, Snag!)
Level 5: +1 Int, Gained Features (Subtle Break)