Ace

Ace Trainer

Ace Trainer - Base Class Feature
Prerequisites: 13 DIS, 13 SPI
Bonuses: +1 DIS +1 SPI


Base Features

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Enhanced Training
Static
Effect: Each of your Pokemon gains and additional 20% the amount of experience they would gain normally.

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Improved Attacks
Static
Trigger: Your Pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add either half of your DIS modifier or half of your SPI modifier before your foes subtracts their defense or special defense from the attack.

These trainers are such dedicated battlers that they have studied how to maximize battle experience. They can maximize their Pokemon’s attacks and find weaknesses in a foe’s Pokemon normally immune or resistant to their Pokemon’s attacks. They teach their Pokemon as much as they learn from each of their Pokemon’s battles. Each battle is filled with passion and each Pokemon trained by an Ace Trainer can realize their full battle potential and be the very best.


Class Features

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Affirmation
Prerequisites: Ace Trainer, 16 DIS
At-Will
Trigger: Your Pokemon fells a foe or scores a critical hit.
Effect: Your Pokemon gains temporary Hit Points equal to your DIS modifier doubled.

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Beast Master
Prerequisites: Ace Trainer, 8 Badges
Static
Target: Your Pokemon.
Effect: Your Pokemon do not protest to your commands. They cannot be disobedient unless they are Legendary.

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Break Through!
Prerequisites: Ace Trainer, 16 DIS
Daily
Trigger: Your Pokemon’s damage dealing attack hits.
Effect: Your Pokemon's attack deals typeless damage.

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Brutal Workout
Prerequisites: Ace Trainer, 15 SPI
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your Pokemon who just defeated another Pokemon.
Effect: The target loses half of its full HP but gains +100% the experience they would have gained from the foe they just felled. This may only be used once per turn.

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Constructive Criticism
Prerequisites: Ace Trainer, 16 SPI
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your Pokemon that missed all targets with a move on its previous turn.
Effect: Your Pokemon needs to roll -1 on accuracy checks for the remainder of the encounter.

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Focus
Prerequisites: Ace Trainer, Constructive Criticism
Daily – Every 15 levels gained, you may perform this Feature another time per day.
Trigger: Your Pokemon uses a move without a damage dice check.
Effect: Subtract half your SPI modifier from the move's Accuracy Check. This may not be used with moves that set the target's HP to 0.

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Improved Attacks +
Prerequisites: Ace Trainer, 16 DIS, 16 SPI
Static
Trigger: Your Pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add your DIS modifier or your SPI modifier before your foes subtracts their defense or special defense from the attack. The Feature replaces Improved Attacks.

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Improved Attacks Z
Prerequisites: Ace Trainer, Improved Attacks +, 20 DIS, 20 SPI
Static
Trigger: Your Pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add your DIS modifier and your SPI modifier before your foes subtracts their defense or special defense from the attack. The Feature replaces Improved Attacks +.

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Intimidate
Prerequisites: Ace Trainer, 17 DIS, 15 SPI
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A Pokemon.
Effect: You use the Intimidate Ability on the target.

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Press
Prerequisites: Ace Trainer
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Your own Pokemon.
Effect: Deal damage to your Pokemon equal to 1/5th of their total HP with your weapon. Raise any of their stats’ Combat Stages 1 level. Using Press more than once per Pokemon, per day may make them dislike you.

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Press +
Prerequisites: Ace Trainer, Press
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Your own Pokemon.
Effect: Deal damage to your Pokemon equal to 1/4th of their total HP with your weapon. Raise any of their stats’ Combat Stages 2 levels. Using Press more than once per Pokemon, per day may make them dislike you. This Feature replaces Press.

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Taskmaster
Prerequisites: Ace Trainer, Press+
Static
Effect: Whenever you use Press, Press+, or Positive Press on a target, remove the Flinched and Confused conditions on the target if applicable, and raise any negative combat stages to 0.

Chaser

Chaser - Advanced Feature
Prerequisite: Ace Trainer, 1 major foe's escape or 3 Pokemon with Pursuit
Cross-class Prerequisites:

  • Pokemon Trainer, 18 DIS, 3 Pokemon with Pursuit

Ability Bonus: +1 DIS

Base Features

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No Escape
Static
Target: Self.
Effect: When Pokemon or trainers try to flee during an encounter that you are participating in and their movement speed is equal to or greater than yours or your Pokemon's, they must roll 1d20 and add either their DEX modifier or half their relevant speed capability. If they surpass 8 + your DIS modifier, they successfully escape. Otherwise, they are unable to leave the encounter. Someone using the Run Away ability does not need to roll to escape regardless of their movement speed.

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Torrential Assault
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Trigger: A pokemon or trainer successfully flees or a trainer recalls their Pokemon.
Effect: You may have an active pokemon make an attack on a Pokemon or trainer 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.

Chasers are sometimes looked at as a cruel type of Ace Trainer. Having learned the lesson of prey lost, they vow to never let anything escape their sight ever again. It is not the possibility of capturing the foe that compels them, it is their desire to defeat the foe and show the fleeing enemy who is the best. They teach their pokemon to trap foes and pursue them, even when they are in their energy form, returning to a Poke Ball. The Chaser is dangerous, sometimes letting their obsession get out of control – felling all foes that they meet is the only thing that satisfies their desires.

Mechanic - Escaping from combat - If your movement capability (not your Speed stat) is higher than your opponent's and you are not Trapped, you can generally escape without fail. If you cannot outrun your opponent, you generally cannot escape unless the terrain is highly in your favor or you possess the Run Away ability. Chasers are Pokemon trainers who excel at making it difficult for even the fastest of targets from getting away, however, and are living exceptions to this rule.

Class Features

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Aha! Got you!
Prerequisites: Chaser
Daily - Every 5 levels gained, you may perform his Feature another time per day.
Effect: When you or your Pokemon use a move with the Trap keyword, you may choose to maximize its duration instead of rolling.

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Bloodthirst
Prerequisites: Chaser, 18 DIS
Static
Effect: You can tell if a target is under 50% HP. In addition to this, whenever a hostile target is below 50% HP, your active Pokemon gains 1 Speed Combat Stage. This Speed Combat Stage fades when no hostile targets are below 50% health, and you do not gain multiple Combat Stages when multiple enemies are under 50% HP.

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Don't Stop
Prerequisites: Chaser, 15 DIS
Daily - Every 7 levels gained, you may perform this Feature another time per day.
Trigger: Your Pokemon knocks out a foe.
Effect: After knocking out a foe, the triggering Pokemon may make another Shift and use another Move in that same turn during the encounter. You may only activate this feature once per Pokemon per encounter.

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Finish Them!
Prerequisites: Chaser, Bloodthirst
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Target: Your Pokemon using a damaging Move.
Effect: Effect: Declare this Feature when a Pokemon hits with Move with a Damage Dice Roll. If the Move’s target has less than 20 HP after dealing damage, the Pokemon faints.

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Hunting Techniques
Prerequisites: Ace Trainer, Chaser, 2 Pokemon with Mean Look, Odor Sleuth, or Pursuit.
At-Will
Target: A Pokemon.
Effect: Pay 1200, then roll 1d20 and add your DIS modifier. If you roll 15 or higher, that Pokemon learns the Move Mean Look, Odor Sleuth, or Pursuit. You must have two Pokemon that already know the move you attempting to tutor to your Pokemon to be able to tutor that specific move.

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Natural High
Prerequisites: Chaser, Affirmation
At-Will
Trigger: You Pokemon fells a foe.
Effect: After knocking out a foe, chose a stat other than HP. That stat is raised 1 Combat Stage.

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No Escape +
Prerequisites: Chaser, No Escape, 15 DIS
Static
Target: Self.
Effect: When Pokemon or trainers try to flee during an encounter that you are participating in and their movement speed is equal to or greater than yours or your Pokemon's, they must roll 1d20 and add either their DEX modifier or half their relevant speed capability. If they surpass 12 + your DIS modifier, they successfully escape. Otherwise, they are unable to leave the encounter. Someone using the Run Away ability must roll to escape as if they did not have that ability. If the target successfully escapes, your movement speed as well as the movement speed of all of your Pokemon increases by 4 meters per round for 10 minutes as long as you try to pursue the escapee.

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Pursuit
Prerequisites: Chaser, 18 DIS
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Target: A Pokemon or human.
Effect: Use the Move Pursuit. Use your DIS modifier as your ATK stat.

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Shifting Pursuit
Prerequisites: Chaser, Pursuit
Static
Target: A Pokemon or human.
Effect: When you purchase this feature, choose a type. When you or one of your Pokemon uses the Move Pursuit, Pursuit may instead be that chosen type instead of Dark. You may not change the Type once you pick the type. You may take this Feature more than once to acquire multiple elemental types for Pursuit.

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Sprints
Prerequisites: Chaser, 16 DIS, a Pokemon with a Speed stat of 30 or greater
Static
Target: Your Pokemon.
Effect: You may add to your Pokemon’s Speed stat during level up and ignore Base Relation, but only for the Speed Stat.

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Thrill of the Hunt
Prerequisites: Chaser
Static
Target: Your Pokemon gaining experience.
Effect: When your Pokemon pursues a foe and fells them, with Pursuit, due to the effects of a Chaser feature, or in an encounter after the target has previously escaped, they gain +25% the experience they would have gained.

Enduring Soul

Enduring Soul - Advanced Feature
Prerequisites: Ace Trainer, Trainer knocked unconscious by a foe at least once or 3 Pokemon with Endure
Cross-class Prerequisites:

  • Tough Guy, 16 SPI, 12 DIS, Trainer knocked unconscious by a foe at least once or 3 pokemon with Endure
  • Guardian, 18 SPI, Trainer knocked unconscious by a foe at least once or 3 pokemon with Endure

Ability Bonus: +1 SPI

Base Features

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Boundless Endurance
Static
Effect: You may add to your Pokemon's HP stat when they level up, ignoring Base Relation.

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Press On!
Static
Effect: Your Pokemon faint when they reach -25% HP instead of at 0 HP. Pokemon cannot use the Moves Endeavor, Explosion, Flail, Pain Split, Reversal or Selfdestruct while they have 0 HP or less. Pokemon with the Soulless ability cannot benefit from Press On!

Sometimes, in the heat of battle, an Ace Trainer may be knocked unconscious, leaving their allies unprotected and their pokemon unguided. The Enduring Soul learns from their failure and vows to be there to protect their allies and never go down again. They will always have their friends’ backs and always be there to guide their loyal pokemon. The Pokemon owned by an Enduring Soul feel strength from their resolve too and can focus on empowering their defenses to make sure that if an ally is going down, it’s not them.

Class Features

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Aware
Prerequisites: Enduring Soul
Static
Effect: You may sleep and have just as much awareness to sound, feeling, and smell as if you are awake. You also instinctively sense danger while asleep and can wake up instantly. If you have the status affliction Sleep, treat it as normal non-status afflicted sleep. You do not need to make perception checks with a penalty while asleep.

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Hold!
Prerequisites: Enduring Soul, 3 Pokemon with a Defense stat of 30 or more
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: You are hit by a Move which consults the Attack stat or you are hit by a Trainer Arms Feature attack.
Effect: Lose 25 HP instead of the damage you would have taken.

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Padding
Prerequisites: Enduring Soul, 19 SPI
Static
Trigger: You are hit by a Move.
Effect: Subtract your SPI modifier from the damage you would take.

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Padding +
Prerequisites: Enduring Soul, Padding
Static
Trigger: You are hit by a Move.
Effect: Subtract twice your SPI modifier from the damage you would take. This Feature replaces Padding.

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Soul’s Protection
Prerequisites: Enduring Soul, a Pokemon with the Move Protect
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.

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Soul’s Endurance
Prerequisites: Enduring Soul, a Pokemon with the Move Endure
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 Endure.

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Split
Prerequisites: Enduring Soul
Daily – Every 7 levels gained, you may perform this Feature another time per day.
Trigger: One of your adjacent Pokemon is hit by a damaging Move.
Effect: You take half of the damage that would have been done to your Pokemon. Your pokemon takes half of the damage it was supposed to take. Apply DEF and SP.DEF for your Pokemon. Apply any damage modifiers for yourself.

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Stand!
Prerequisites: Enduring Soul, 3 Pokemon with a Special Defense stat of 30 or more
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: You are hit by a Move that consults the Special Attack stat.
Effect: Lose 25 HP instead of the damage you would have taken.

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Still Standing
Prerequisites: Enduring Soul, 18 SPI
Static
Trigger: You are lowered to or below 0 HP.
Effect: You may still issue commands to your Pokemon while unconscious. If you chose to, and in that
encounter you are lowered to -100% HP, you may not make a death saving roll.

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Still Standing +
Prerequisites: Enduring Soul, Still Standing
Static
Trigger: You are lowered to or below 0 HP.
Effect: You may still issue commands to your Pokemon while unconscious. You may still make a death
savings throw when lowered to -100% HP. This Feature replaces Still Standing.

Stat Ace

Stat Ace - Advanced Feature
Prerequisites: Ace Trainer, 3 pokemon with the chosen stat of 20 or more
Cross-class Prerequisites:

  • Buffet, 16 DIS, 14 SPI, 3 Pokemon with the chosen stat of 20 or more
  • Coach, 16 DIS, 3 Pokemon with the chosen stat of 20 or more
  • Beauty Modeler (Must choose Special Attack Ace), 16 DIS, 3 Pokemon with Special Attack of 20 or more
  • Cool Trainer (Must choose Attack Ace), 16 DIS, 3 Pokemon with Attack of 20 or more
  • Cute Idol (Must choose Speed Ace), 16 DIS, 3 Pokemon with Speed of 20 or more
  • Tough Guy (Must choose Defense Ace), 16 DIS, 3 Pokemon with Defense of 20 or more
  • Smart Teacher (Must choose Special Defense Ace), 16 DIS, 3 Pokemon with Special Defense of 20 or more
  • Enduring Soul (Must choose Defense or Special Defense Ace), 3 Pokemon with the chosen stat of 20 or more
  • Chaser (Must choose Speed Ace), 3 Pokemon with Speed of 20 or more

Ability Bonus: +1 DIS
Special: When you take Stat Ace, choose Attack, Defense, Special Attack, Special Defense, or Speed. This becomes your chosen stat. You may take Stat Ace multiple times, choosing different stats each time.

Base Features

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Specialist Training
Static
Target: The stat of choice for any of your Pokemon.
Effect: You may add half of your DIS 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.

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Stat Subversion
At-Will
Target: Enemy Pokemon.
Effect: That Pokemon’s stat is decreased by one Combat Stage according to whichever Stat you’ve chosen for Stat Ace. You may only effect one target with Stat Subversion at a time, you may not change targets until the original is unable to battle.

These Ace Trainers hold loyalties only to ability. They find Pokemon who are the fastest, or the strongest, or the smartest and then, the Stat Ace further improves those superior abilities. The Stat Ace can bring a slow pokemon up to speed, or make a weak skinned Pokemon have an iron-plated body. Their abilities in bringing out a specific skill of a Pokemon are unparalleled. No other Ace Trainer can make a Slowbro out run a Ninjask.

Class Features

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Fixed Competence
Prerequisites: Stat Ace, 20 DIS
Static
Effect: Your Pokemon may not lose Combat Stages in your chosen Stat.

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Positive Press
Prerequisites: Stat Ace, Press, 15 DIS
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your Pokemon .
Effect: Deal damage to your pokemon equal to 1/5th of their total HP with your weapon. Raise your chosen stats Combat Stage 2 levels. This Feature does not replaces Press.

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Specialist Training+
Prerequisites: Stat Ace, Specialist Training, 3 Badges and/or Medals
Static
Target: Your Pokemon.
Effect: Add half your DIS modifier to your chosen stat in the base stat of every pokemon you own. For every 10 levels your pokemon have, they gain 1 extra point in your chosen Stat. If these points upset Base Relations, you must fix the upset relation with your subsequent levels. This feature replaces Specialist Training.

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Stat Boost
Prerequisites: Stat Ace, Level 10
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon.
Effect: For 1 encounter the target gains the Ability Speed Boost. If your chosen Stat is not Speed, replace the Ability’s name with Attack Boost, Special Attack Boost, Defense Boost or Special Defense Boost appropriately. Also if your chosen Stat is not Speed, replace the word Speed in Speed Boost’s effect with Attack, Special Attack, Defense or Special Defense appropriately.

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Stat Overflow
Prerequisites: Stat Ace, Press + or Positive Press
Daily
Target: A pokemon.
Effect: Your pokemon loses half of its full HP. The Pokemon’s Stat, chosen for Stat Ace, is set to +6 Combat Stages. Your Pokemon cannot use a Move during this round of encounter but may still shift.

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Stat Subversion +
Prerequisites: Stat Ace, 15 DIS
At-Will
Target: Enemy Pokemon’s stat you chose Stat Ace for.
Effect: That Pokemon’s stat is decreased by two Combat Stages according to whichever Stat you’ve chosen for Stat Ace. You may only effect one target with Stat Subversion at a time, you may not change targets until the original is unable to battle. This Feature replaces Stat Subversion.

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Stat Unlock
Prerequisites: Stat Ace, a Pokemon with 30 in your chosen Stat
Static
Target: Your Pokemon .
Effect: Your Pokemon ignore Base Relation, as long as they are adding to the Stat chosen for Stat Ace.

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Superior Ability
Prerequisites: Stat Ace, 5 Badges and/or Medals
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Target Pokemon.
Effect: If your active Pokemon’s Stat, chosen for Stat Ace, is higher than the target’s particular stat, that Stat is lowered 1 Combat Stage.

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Talent Scout
Prerequisites: Stat Ace, 2 pokemon with Natures that add to chosen Stat
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A wild pokemon.
Effect: Roll 1d20 and add your DIS modifier. If the total exceeds 15, that pokemon has a Nature that adds to your chosen Stat. If the total exceeds 25, that pokemon has the Nature of your choice, that adds to your chosen stat.

Strategist

Strategist - Advanced Feature
Prerequisites: Ace Trainer, 18 DIS, two pokemon with 4 non-damaging moves each.
Cross-class Prerequisites:

  • Researcher, 16 DIS

Ability Bonus: +1 DIS

Base Features

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Field Scout
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Your Pokemon
Effect: On its next turn, the target may use the move Rapid Spin as if it was on their Move List, and deals additional damage equal to your DIS modifier.

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Terrain Mastery
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Self
Effect: For the remainder of the encounter, none of your Pokemon receive movement penalties for moving through Rough Terrain, nor Accuracy Penalties when targeting foes in Rough Terrain.

While other Trainers seek to overwhelm their opponents with powerful moves, the Strategist knows that there's more than one route to victory. Masters of manipulating the terrain to their advantage with weather, walls, and hazards, the Strategist takes any advantage they can take and uses it to outmaneuver their opponents.

Class Features

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Adaptive Boost
Prerequisites:
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: Your Pokemon uses a Self-Targetting move that raises Combat Stages.
Effect: Your Pokemon gains an additional combat stage in any Stat in which they didn't gain a combat stage that turn.

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Hazardous Intent
Prerequisites:: Strategist
Static
Target: Your Pokemon
Effect: When placing Hazards, your Pokemon may place an additional X meters of Hazards, where X is your DIS modifier. You may place Hazards as you like within your range, and each meter of hazards need not be adjacent to another. If you put Hazards in a square occupied by an enemy, they immediately suffer the effects of the Hazard.

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Heightened Potential
Prerequisites:: Strategist
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: Your Pokemon makes a check on a 1d20 to use a Capability
Effect: Add your DIS modifier to the 1d20 result. This may be used to modify an Accuracy Roll when using the Threaded Capability.

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Helpful Priorities
Prerequisites: Strategist
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: Your Pokemon targets an Ally with a Move.
Effect: Your Pokemon gains X HP, where X is your DIS Modifier doubled. Helpful Priorities may be triggered only once when using a Move that hits multiple Allies.

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Personal Walls
Prerequisites:: Strategist
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Trigger: Your Pokemon uses a Move with the Wall keyword.
Effect: When using moves with the Wall keyword, instead of creating a Wall, your Pokemon creates a coat with the wall's effect. This effect has a single target, and your Pokemon may target itself or others with this effect. These coats last until the end of the encounter, or until the target is recalled.

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Quick Set-Up
Prerequisites:: Strategist
Daily
Trigger: Your Pokemon uses a move with the Coat, Hazard, Wall, or Weather keyword, or uses a Capability to affect Terrain.
Effect: Your Pokemon may immediately use a different move with the Coat, Hazard, Wall, or Weather Keyword, or use a different Capability to affect Terrain.

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Move Recognition
Prerequisites:: Strategist, 6 Strategist Features
Static
Target: Your opponent’s pokemon.
Effect: When the Target uses a Move that it has already used in that encounter, it must roll 2 higher on Accuracy Check to hit your Pokemon.

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Terrain Tactics
Prerequisites:: Strategist
Static
Target: Your Pokemon
Effect: Your Pokemon with the Fountain, Freezer, Groundshaper, Materializer, or Sprouter Capabilities may, instead of performing a Move on its turn, target up to X square meters within 6 meters, turning the targeted spaces into Rough Terrain. X is equal to half your DIS Modifier plus the Pokemon's Power or Intelligence Capability, whichever is higher. This ability may be limited by the targetted terrain; for example, while a Pokemon with Fountain could turn dirt into mud to create rough terrain, it may not be able to create rough terrain when fighting on concrete.

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Versatility
Prerequisites:: Battle Strategist, 24 DIS
Daily
Target: Your Pokemon
Effect: The target may forfeit the use of a Battle Frequency move to regain use of a different Battle Frequency Move, or they may forfeit the use of a Center Frequency Move to regain the use of a different Battle or Center Frequency Move.

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Weather Vortex
Daily – Every 15 levels gained, you may perform this Feature another time per day.
Trigger: Your Pokemon uses a move with the Weather keyword
Effect: Your weather does not affect the entire field, and does not replace any existing weather conditions. Instead, your Pokemon targets a space within 6 meters of itself. From that space originates a Blast with a radius of up to 4 meters, though it may be smaller if you wish. Your Weather move affects only this area, and acts as normal within this area.

Tag Battler

Tag Battler - Advanced Feature
Prerequisites: Ace Trainer, Dual Wielding
Cross-class Prerequisites:

  • Pokemon Trainer, Dual Wielding, 6 loyal Pokemon, 14 SPI, 14 DIS

Bonuses: +1 SPI

Base Features

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Team Spirit
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 and other Combat Stages. For example, if one of your active pokemon’s highest stat, ignoring HP, is Attack, the other active pokemon’s Attack will be raised 1 Combat Stage. When switching, the Combat Stages are lowered and then raised again depending on the stats of each active pokemon.

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Together!
Daily
Target: Your two active pokemon.
Effect: The targets may combine two moves that share the same Stat, Elemental Type, and can each legally target the target according to each move's range.

Mechanic: Whenever you use a Feature that combines two attacks, the Combined Move happens on the slower participant's turn; the faster participant shifts and uses the move along with the slower on that turn. If the moves are of the same type, the Combined Move shares that type. If combined moves are of differing types, the Combined Move is typeless. The Moves must both be able to legally target the target according to each Move’s Range. Neither Move can have the Scatter keyword. 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. Combined Moves may not be used by only one pokemon.

Tag Battlers can multitask and keep track of multiple Pokemon to attain victory. They make their Pokemon work not only as a team, but as one combined unit that can defeat any amount of foes they come up against. Each of their pokemon blend well with each of their other Pokemon and together they can end all foes.

Class Features

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Brace Each Other!
Prerequisites: Tag Battler
Static
Target: Your two adjacent active pokemon.
Effect: As long as your two active pokemon are adjacent, neither can suffer Push damage nor be Pushed. If your pokemon are adjacent to you, you cannot be Pushed nor suffer Push damage either.

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Combine Them!
Prerequisites: Tag Battler, 22 SPI
Daily
Target: Your two active pokemon.
Effect: The targets may combine two moves that share the same Stat, and can each legally target the target according to each move's range. This feature does not replace Together!

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Dual Assault
Prerequisites: Tag Battler, Dual Interference
Daily - every 8 levels gained, you may use this Feature another time per day.
Trigger: Your Pokemon damages an opponent another of your pokemon has damaged this turn.
Effect: The damaged pokemon loses one Combat Stage in the triggering pokemon's highest stat.

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Dual Interference
Prerequisites: Tag Battler
Static
Target: Your Pokemon damages a foe another of your pokemon has damaged this turn.
Effect: The targeted foe must roll +2 on Accuracy checks during its next turn when targetting your Pokemon.

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Taking One For A Friend
Prerequisites: Tag Battler
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Trigger: One of your two adjacent active pokemon is targeted by a Move.
Effect: Roll 1d20 and add you SPI modifier. If you roll higher than 15, the active pokemon who was not targeted may intercept the Move for the targeted pokemon. If the move’s area of effect still hits both pokemon, the pokemon who is intercepting the hit may take both sets of damage before applying Defense or Special Defense.

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Taking One For A Friend +
Prerequisites: Tag Battler, Taking One For A Friend
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Trigger: One of your adjacent active pokemon or ally’s pokemon is targeted by a Move.
Effect: Roll 1d20 and add you SPI modifier. If you roll higher than 15, the active pokemon who was not targeted may intercept the Move for the targeted pokemon. If the move’s area of effect still hits both pokemon, the pokemon who is intercepting the hit may take both sets of damage before applying Defense or Special Defense. This Feature replaces Taking One For A Friend.

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With Them!
Prerequisites: Tag Battler
Daily
Target: Your one active pokemon while you are in a trainer battle with allies.
Effect: Your pokemon and one of your ally’s pokemon may combine two moves that share the same Stat, Elemental Type, and can each legally target the target according to each move's range.

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Try This!
Prerequisites: Tag Battler, Combine Them!
Daily
Target: Your two active pokemon.
Effect: The targets may combine two No Damage moves, that do not directly affect HP, have the Wall keyword or copy other moves and can each legally target the target according to each move's range.

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Synchronized Shove
Prerequisites: Tag Battler, Dual Interference
Daily - Every 5 levels gained, you may use this Feature another time per day.
Trigger: Your Pokemon damages an opponent another of your pokemon has damaged this turn.
Effect: The enemy is pushed a number of meters in a direction of your choice equal to the sum of your active pokemon's Power capabilities.

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Teamwork
Prerequisites: Tag Battler, Team Spirit
Static
Target: Your two active pokemon.
Effect: Each of your pokemon are treated as if one of their Speed Capabilities are raised by an amount equal to half of your SPI modifier. The Capability raised depends on what the highest Speed Capability of your other active pokemon is.

Type Ace

Type Ace - Advanced Feature
Prerequisites: Ace Trainer, 4 of the same Type Pokemon Owned in Pokedex
Cross-class Prerequisites:

  • Pokemon Trainer, 14 SPI, 4 Pokemon of the chosen Type

Ability Bonus: +1 SPI
Special: You may take Type Ace multiple times. Each time, you must choose different types.

Base Features

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Type Training
Static
Trigger: Your chosen type Pokemon gains experience points.
Effect: Each of your chosen typed Pokemon gains +30% the amount of experience they would gain normally.

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Improved Type Attacks
Static
Trigger: Your Pokemon’s chosen type damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add half of your SPI modifier to the total.

A fan of whatever Type they align themselves with, the Type Ace finds a special calling to the elements. These Ace Trainers find symbolic meaning in a certain type and make each of their Pokemon utilize that element in the best way possible. A Type Ace can bring out the best of any type, even in Pokemon who are not the same type themselves. The Type Ace can even convert the elements themselves.

Class Features

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Elemental Shifting
Prerequisites: Type Ace, 15 SPI
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A Pokemon.
Effect: X is your SPI modifier multiplied by 10 seconds, or your SPI modifier multiplied by 1 round. The target temporarily gains the Type you feel bound to. If it has 2 Types already, temporarily replace one of their types. It becomes that Type for X. At the end of combat apply experience multipliers from Type Training.

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Elemental Sync
Prerequisites: Type Ace, Elemental Shifting
One Time Use Only - You gain one additional use, per 15 levels gained.
Target: A pokemon.
Effect: Elemental Sync takes approximately 10 hours to complete. The targeted pokemon is permanently gains the Type you feel bound to. If the target has two Types, permanently replace one Type. If this pokemon is a single type, it gains a second type. The pokemon’s physical appearance is altered appropriately. You may take this feature up to three times.

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Improved Type Attacks +
Prerequisites: Type Ace, 16 SPI
Static
Trigger: Your Pokemon’s chosen type damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add your SPI modifier to the total. This feature replaces Improved Type Attacks.

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Move Shift
Prerequisites: Type Ace, Elemental Shifting
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Your Pokemon’s Move.
Effect: The Move’s Type temporarily becomes the Type you feel bound to for that use.

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Move Sync
Prerequisites: Type Ace, Move Shift
One Time Use Only - You gain one additional use, per 10 levels gained.
Target: A pokemon's move.
Effect: Move Sync takes approximately 5 hours to complete. The targeted move is now permanently the type you feel bound to.

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Soulbound
Prerequisites: Type Ace
Static
Effect: When taking damage of your chosen type, treat yourself as if you are one step more Resistant.

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Superior Typing
Prerequisites: Type Ace, Type Soul
Static
Target: Your Pokemon of your chosen type.
Effect: When your foe uses attacks of your chosen type they do not add STAB. When your foe uses Moves of your chosen type they cannot Critical Hit or kill your chosen typed pokemon with those Moves.

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Type Soul
Prerequisites: Type Ace
Static
Target: Self.
Effect: You feel bound to that Elemental Type, but are not obligated to only use that type. You can sense Pokemon of that type nearby; 5-meters multiplied by your SPI modifier. You can also sense that Type in Movesets of pokemon; 5-meters multiplied by your SPI modifier.

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Type Connection
Prerequisite: Type Ace, Type Soul
At-Will
Target: An indifferent or hostile Wild Pokemon of your chosen type
Effect: Roll 1d20 and add your SPI modifier. If the result is 15 or higher, the pokemon becomes more friendly. Targets that were initially indifferent may show interest in the trainer. Targets that were initially hostile may still be wary, or may decide to flee, but will cease attacking. Targets may become hostile again if you attack it or its allies. You may target any single Pokemon with this feature only once per day.

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With The Elements
Prerequisites: Type Ace
Daily
Trigger: You start an encounter with wild pokemon.
Effect: Roll 1d20 and add your SPI modifier. If the result is 15 or higher, if the area contains a wild Pokemon of your chosen type, at least one wild Pokemon of that type appears in the current encounter

Underdog

Underdog - Advanced Feature
Prerequisites: Ace Trainer, Prevented 3 Pokemon from evolving
Cross-class Prerequisites:

  • Pokemon Trainer, Prevented 4 Pokemon from evolving, 16 SPI, 12 DIS

Ability Bonus: +1 SPI

Base Features

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Everstone Finder
Weekly
Target: Anywhere on a Route.
Effect: Roll 1d20 and add your SPI modifier. If the result is above 15, you find an Everstone.

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Hidden Discipline
Daily - Every 10 Levels gained, you may perform this Feature another time per day.
Target: Your Pokemon, which has at least one evolutionary stage remaining.
Effect: Choose a Move of the same type as the Target that one of its evolved forms can learn naturally. The Target may use that Move once. This may only apply to moves learned at X levels above the target’s level or lower where X is your SPI modifier doubled.

Mechanic: Preventing a pokemon from evolving is surprisingly simple for an Underdog. If the Pokemon is loyal to you, then it will stop itself from evolving if asked or commanded to, or if touched with an Everstone during evolution. This almost never has an effect on the Pokemon’s loyalty, though if you can’t get it an Everstone after several instances of attempted evolution, stopping itself from evolving could become very straining.

For various reasons, some trainers don’t like giant bulky pokemon. Underdogs recognize the power in their unevolved Pokemon, and prefer that their Totodile never become a Croconaw, they like carrying it around on their back. However, they are Ace Trainers, so they can still bring out the very best in their little allies, to defeat anything twice, three times, or ten times their size.

Class Features

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Hidden Discipline +
Prerequisites: Underdog, Hidden Discipline
Daily - Every 10 Levels gained, you may perform this Feature another time per day.
Target: Your Pokemon, which has at least one evolutionary stage remaining.
Effect: Choose a Move that one of the Target’s evolved forms can learn naturally. The Target may use that move once. This may only apply to moves learned at X levels above the target’s level or lower where X is your SPI modifier. This Feature replaces Hidden Discipline.

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Hidden Discipline X
Prerequisites: Underdog, Hidden Discipline+, 18 SPI
Daily - Every 8 Levels gained, you may perform this Feature another time per day.
Target: Your Pokemon, which has at least one evolutionary stage remaining.
Effect: Choose a Tutor Move or Level Up Move that one of the Target’s evolved forms can learn. The Target may use that move once. This may only apply to moves learned at X levels above the target’s level or lower where X is your SPI modifier doubled. This Feature replaces Hidden Discipline+.

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Versatile Technique
Prerequisites: Underdog
Static
Target: Your Pokemon, which has at least one evolutionary stage remaining and whose evolved forms are of a different Type.
Effect: The Target may add STAB as if it were of a Type that one of its evolved forms has.

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Forceful Technique
Prerequisites: Underdog
Static
Target: Your first or second-stage Pokemon.
Effect: The Target may add STAB as if it were 10 Levels higher. If the target is at level 91 or higher add one bonus STAB.

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Anything You Can Do
Prerequisites: Underdog, 3 Underdog Features
Daily - Every 6 Levels gained, your may perform this feature another time per day.
Target: Your Pokemon, which has at least one evolutionary stage remaining and whose evolved forms are of a different Type.
Effect: Your SPI modifier halved is X. For X rounds, the Target replaces one of its Types with that of one of its evolved forms.

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Capable
Prerequisites: Underdog, 20 SPI
Static
Target: Your first or second-stage Pokemon.
Effect: All of the Target’s existing numerical Capabilities are increased by 1. You may only apply this Feature to one Target at a time. Changing what it is applied to costs a trainer action.

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Highly Capable
Prerequisites: Underdog, Capable
Daily - Every 5 Levels gained, you may perform this Feature another time per day.
Target: Your Pokemon, which has at least two evolutionary stages remaining.
Effect: Your SPI modifier is X. For X minutes, all of the Target’s existing numerical Capabilities are increased by 2.

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Incredibly Capable
Prerequisites: Underdog, Highly Capable
Daily
Target: Your Pokemon, which has at least one evolutionary stage remaining.
Effect: Your SPI modifier halved is X. For X minutes, the Target gains one of the Capabilities of one of its evolved forms.

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Everstone Improvement
Prerequisites: Underdog, Everstone Finder
Daily
Target: An Everstone.
Effect: Roll 1d20 and add your SPI modifier. If the result is above 20, designate a Type. From then on, the Target, when held by a Pokemon of the designated Type that has at least one evolutionary stage remaining or is a first-stage Pokemonthat cannot evolve, allows that Pokemon to roll 1 additional STAB value.

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Everstone Perfection
Prerequisites: Underdog, Everstone Improvement, 22 SPI, 6 Underdog Features
Daily
Target: An Everstone.
Effect: Roll 1d20 and add your SPI modifier. If the result is above 20, designate an evolutionary family. From then on, when held by a Pokemon of the designated family that has at least one evolutionary stage remaining, the target acts as an Eviolite for that Pokemon’s two highest Stats.

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Champ In The Making
Prerequisites: Underdog, has prevented the evolution of a Pokemon whose final stage evolves at a minimum of Level 40 or higher
Daily
Target: A Pokemon with at least two evolutionary stages remaining, the last of which evolves at a minimum of Level 30 or higher.
Effect: Choose one Stat. For one battle, the Target increases the chosen Stat by an amount equal to its final stage’s chosen Base Stat.

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The Bigger They Are
Prerequisites: Underdog
Static
Target: Your Pokemon when dealing damage.
Effect: For every evolutionary stage the Target is below the Pokemon receiving its damage, add your SPI modifier to the damage before applying Defense or Special Defenses.

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