Criminal Class

REWORK IN PROGRESS…

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Criminal - Base Class Feature
Prerequisites: 13 DEX, 13 WIS
Bonuses: +1 DEX +1 WIS
Penalties: -2 STR


Base Features

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Harsh Trainer
Daily - Every 5 levels, you may perform this Feature another time per day.
Target: One of your own Pokemon.
Effect: You egg on your Pokemon by threatening it instead of encouraging it. You may raise one stat one Combat Stage, but must lower another one Combat Stage. Doing so is uncomfortable to the Pokemon.

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Criminal Knowledge
Static
Effect: You know of the general presence of law enforcement in a city or town that you enter. This includes: presence of official law enforcement, an estimate on the size of the force (generally one among: "small" - a handful of units, "medium" - several squads, or "large" - the equivalent of a full HQ), and the presence of major unofficial law enforcement (a well-known unofficial town militia would be known of, but not a small gang or group that usually stops the crime).

The trainers who call themselves Criminals, either publicly while holding up a Pokemart or privately in the recesses of their dirty minds while ripping off another trainer, are the absolute worst society has to offer. The way of the criminal is tempting, though, and many Criminals have their own reasons, no matter how skewed, for choosing this path. They pride themselves the ways of the street, and criminal affairs, as well as illegal activities. Whether it be simple thievery, to more extreme felonies, Criminals should not be taken lightly.

Advanced Classes:
Lasher, Burglar, Biker, Executive, Mad Scientist, Merchant


Class Features

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Cripple
Prerequisites: Criminal
Daily - Every 10 Levels, you may perform this feature another time per day.
Trigger: You declare an Arms Attack
Effect: Roll 1d20 + your DEX mod. If the total exceeds 15, you may add this effect to your attack: The target is trapped for 1d4 turns. Pokemon affected by Cripple have a -5 to their catch rate.

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Steal Item
Prerequisites: Criminal
Daily - Every 10 Levels, you may perform this feature another time per day.
Target: A Trainer
Effect: Use the move Thief, using your DEX modifier as your ATK. Attempting this is a felony, and may draw the attention of law enforcement. You may choose an item to steal if you know the target has it; otherwise, you steal a random item from the target.

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Harsh Trainer +
Prerequisites: Criminal
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Target: One of your own Pokemon.
Effect: You egg on your Pokemon by threatening it instead of encouraging it. You may raise one stat two Combat Stages, but must lower another two or three Combat Stages. Doing so is uncomfortable to the Pokemon unless you lowered three Combat Stages. This feature does not replace Harsh Trainer. Remove the following clause from Harsh Trainer: "Doing so is uncomfortable to the Pokemon."

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Do You Know Who We Are?
Prerequisites: Criminal, 14 WIS, in a criminal organization
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Target: A Trainer
Effect: You know how to use your position in your criminal organization as one of authority. It must be obvious to anyone looking that you are part of your criminal organization in order to use this feature. Roll a WIS check against your target's STR, INT, or CHA roll. If you beat the roll, the target temporarily backs down for 1d4 rounds.

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Prying Eyes
Prerequisites: Criminal, 16 WIS
At-Will
Target: Trainers or Pokemon
Effect: Roll 1d20 + your WIS mod. On a roll of 15 or higher, you can check the target's inventory or the hold item of one of the Trainer's Pokemon that you can see. You can only use this feat once for each target per hour.

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Hey, What's That!?
Prerequisites: Criminal, 16 DEX
Daily - Every 7 levels gained, you may perform this Feature another time per day.
Target: Opposing Trainers
Effect: You fool your enemies into believing that there is something out of view. Roll 1d20 + DEX modifier, and if you roll 15 or higher, you successfully escape from the combat.

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We're Blasting Off Again!
Prerequisites: Criminal, Escape Button (500)
Daily
Trigger: Your HP is lowered to 1/4th of it's total
Effect: You and your Pokemon automatically escape from the current combat, as per the Run Away ability.

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Prying Eyes +
Prerequisites: Criminal, Prying Eyes, 19 WIS
At-Will
Target: Trainers or Pokemon
Effect: Roll 1d20 + your WIS mod. On a roll of 15 or higher, you can check the target's inventory or the hold item of one of the pokemon that you can see. On a roll of 20 or higher, you may check any item in detail in the target's inventory. If you fail (14 or less), you may not use this feature on the same target for ten minutes.

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Unfair Advantage
Prerequisites: Criminal, 16 DEX, 16 WIS
Daily - Every 5 levels, you may preform this feature another time per day.
Trigger: Your Pokemon makes a damage roll
Effect: Roll 1d20 + DEX modifier. On a roll of 15 or higher, you may add your WIS modifier to the Pokemon's attack before calculating defenses.

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Payday!
Prerequisites: Criminal, 18 WIS, in a criminal organization
Static
Effect: Every week, you gain poke equal to 200 x your WIS modifier from your criminal organization.

Hey That's Cheating!

Prereqs: Criminal, Unfair Advantage, 19 DEX
Daily - Every 10 Levels, you may preform this feature another time per day
Trigger: You call an attack on a pokemon that is higher in level than your own.
Target: Your Pokemon
Effect: Roll 1d20 + your dex modifier. If you roll 20 or higher, you may attack twice this turn. The second attack damage is cut in half before defense calculation.

Cross Classing

CLASS OUT:
Trapper: Cripple, 14 INT

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