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Table of Contents

Foreward ......................................................................................................... 3

Wild Child (Base Class) .................................................................................. 4

Genetic (Advanced Class) ............................................................................... 7

Hunter (Advanced Class) ................................................................................ 10

Liberator (Advanced Class) ............................................................................ 14

Pack Leader (Advanced Class) ....................................................................... 17

Tribal (Advanced Class) ................................................................................. 20

Wanderer (Advanced Class) ........................................................................... 23

Cross-Classing ............................................................................................... 26

FAQ ................................................................................................................ 28

Patch log ......................................................................................................... 31


Foreward

The following materials are intended for use with Dr. Mr. Stark's fantastic “Pokemon Trainer Adventures”
tabletop gaming rule set. They are in no way officially sanctioned by him!

The class was heavily inspired by N of the recently released Pokemon Black & White Versions, who holds
the distinction of being the first trainer in a main game who doesn't use Pokeballs. It also takes inspiration
from other figures in the Pokemon world such as Tommy (the Kangaskhan Kid) or Ash (for the Wanderer
class); and figures from outside of the Pokemon world such as Final Fantasy VI's Gau. Even from the
fandom – the Genetic advanced class was inspired by “Gijinka”, artwork of humans styled similarly to
Pokemon.

For GMs, don't feel too nervous about allowing this class. It might not be official, but it shouldn't be game
breaking in any way; it also presents some unique obstacles for players that choose these classes. Just, be
sure to pay attention – it hasn't yet had a huge amount of time to be tested, so be careful!

For Players, don't feel bad about requesting to play something here! Many of the Advanced Classes are
open for cross-classing too, so feel free to go wild – just try not to cause your group a lot of problems in
return, alright; no starting fights!

The most recent version of this handbook should always be findable at This Link; and if that link has
somehow expired, you should be able to find it on the Pokemon Tabletop board and possibly someday
at 1d4chan (Which should at least have the link to the board).

If you do use this in a game, please provide feedback! Balance concerns, testing results, or even just
“Hey we're using this in a game!” are all really really awesome to hear, and can help make the
experience of the Wild Child even better for future players.

Finally, some thanks to users who contributed, whether in testing or even just saying “Hi, I love this
keep it up” (In alphabetical order): Aeros, Anise, BigTentacruel, Bob, BuckBacon, castfromhp,
CecilHoshino, Dmoogle, Highwind, kriss1989, KujiUn, lieutenantstrange, Paradox, Ramiel,
RioCadaro, Serenity Frost, Winny, YellowYoshi, and many members of the #Pokeymans channel that I
have forgotten who specifically was and was not involved so my apologies.

Enjoy your Adventures,

Garlyle
Wild Child

Prerequisites: 13 STR, 13 CHA

Key Abilities: Strength, Charisma


Negligent Ability: Intelligence

Bonuses: +1 STR +1 CHA


Penalties: -2 INT

Class Features:
Wild Bonding, Companions

Wild Bonding Wild Child Feature


Encounter
Trigger: Make an unarmed attack on a wild Pokemon that leaves it with 25% or less HP remaining (Even if
the attack's damage was 0)
Make a 1d100 capture check. If another trainer or another trainer's Pokemon injured the target during
combat, the roll receives a penalty modifier of +20. On a success, the Pokemon recognizes the strength of
the Wild Child and agrees to become their Companion. This feature can only be activated on the third or
later round of combat. Companions formed in this way are immediately loyal to the trainer. Legendary
Pokemon cannot become Companions

Companions Wild Child Feature


Special
A Wild Child is capable of maintaining up to four Companions at any given time. While a Pokemon is a
Companion, they are present at all times and you do not need to use a trainer action to switch active
Pokemon, and each can shift as normal during their turn, but only one may use a Move. Experience
received in battle may be freely divided up between present Companions regardless of participation in
battle. Companion Pokemon are still considered Wild and can be captured, but will resent trainers who do
so.

Not every trainer grew up under the care of humans. Some – whether abandoned at birth or whatever turn
of fate – grew up in the care of Pokemon. Wild Children, as they're often called, do not use Pokeballs or
other methods they consider to be 'enslavement'. They bond with Pokemon by proving their own strength
and skills, by befriending them with food and companionship. The innate understanding they form with
their few allies is different from other trainers. They are not master and servant; they are equals.

Special Notes: Wild Child represents a significantly different character type than a standard trainer. As
such, it is suggested – but not mandatory – that you take this class upon character creation.

Wild Children cannot use Pokeballs. They cannot take the Capture Specialist class or its advanced classes.

Advanced Classes:
Genetic, Hunter, Liberator, Pack Leader, Tribal, Wanderer
Bonding Spirit Wild Child Feature
Prerequisites: Wild Child, 15 CHA
Static
When making the capture check during Wild Bonding, you may subtract your charisma modifier as a bonus
to the roll

Bonding Spirit + Wild Child Feature


Prerequisites: Wild Child, 17 CHA, Bonding Spirit
Static
When making the capture check during Wild Bonding, you may subtract double your charisma modifier as
a bonus to the roll. This feature replaces Bonding Spirit.

Copycat Wild Child Feature


Prerequisites: Wild Child
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: One of your Companions
Use the Move Copycat.

Don't Leave Me! Wild Child Feature


Prerequisites: Wild Child, Unbreakable Bond
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Target: A Companion with an Unbreakable Bond who just succeeded on a death saving throw.
The Companion is instantly restored to 0 HP and is considered stabilized. You cannot perform a trainer
action during your next turn.

Feral Strength Wild Child Feature


Prerequisites: Wild Child, 15 STR
At-Will
You can make an unarmed attack that deals 1d12 + half STR damage. Attacks made using this feature can
trigger Wild Bonding.

Feral Strength + Wild Child Feature


Prerequisites: Wild Child, 18 STR, Feral Strength, an Advanced Class with Wild Child as a prerequisite
At-Will
You can make an unarmed attack that deals 4d10 + half STR damage. Attacks made using this feature can
trigger Wild Bonding. This feature replaces Feral Strength.

Growl Wild Child Feature


Prerequisites: Wild Child, a Pokemon with the move Growl.
At-Will
Use the move Growl.

Joining the Fray Wild Child Feature


Prerequisites: Wild Child, 16 STR
Daily – Every 4 levels gained, you may perform this Feature another time per day
Target: One opponent you deal damage to this turn
If one of your Companions performs a move that deals any amount of damage to the target this turn,
increase the damage dealt to that target by 1d10, after weakness and resistance.
Mimic Wild Child Feature
Prerequisites: Wild Child, Copycat
Daily
Target: One of your Companions
Use the move Mimic.

Playmate Wild Child Feature


Prerequisites: Wild Child, 15 CHA
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A non-hostile, wild Pokemon, including Companions
The Pokemon's opinion of you is increased, according to the GM's decision.

Rest and Relaxation Wild Child Feature


Prerequisites: Wild Child
Static
Companion Pokemon will be restored to a minimum of 1 HP if given an eight-hour rest. If a Pokemon
already has 1 or more HP, they will recover HP equal to 1/4 th of their max HP for every four hours they can
rest.

Skittish Reflexes Wild Child Feature


Prerequisites: Wild Child, 12 DEX
Static
Your evasion against all attacks is increased by 1.

Tackle Wild Child Feature


Prerequisites: Wild Child, 17 STR
At-Will
Use the move Tackle. The user is considered to be Weight Class 4 regardless of actual weight.

Unbreakable Bond Wild Child Feature


Prerequisites: Wild Child, 16 CHA
Special
Choose a Pokemon that is a Companion, that has gained at least 10 levels since becoming a Companion.
This Pokemon is now permanently a Companion with maximum loyalty, until it dies, and is no longer
treated as a wild Pokemon and thus cannot be captured. The Pokemon and trainer will never deal damage
to each other or inflict status ailments , but can still use supportive abilities and items on each other. You
may take Unbreakable Bond again for another Pokemon, so long as that Pokemon meets the requirements
as well.
Genetic

Advanced Feature

Prerequisites: Wild Child, a Companion with an


Unbreakable Bond

Cross-Class Prerequisite: A Pokemon who has gained


at least 30 levels, GM Permission (Must take Gene Shift)

Special Prerequisite: Tribal, Avatar (Not counted as cross-


classing into this class regardless of base class)

Ability Bonus: Strength


Bonuses: +1 STR

Class Features:
Gene Shift, Gene Voice

Gene Shift Genetic Feature


Static
Select a Pokemon that meets the a prerequisite for becoming this class (Companion with Unbreakable
Bond, a Pokemon raised for 30 levels, or your Linked Legendary) as appropriate. You may choose any
evolutionary stage of that Pokemon's family to be your gene species. That species' physical traits begin to
manifest in the trainer's body. You are counted as having the elemental types of the gene species for all
intents and purposes.

Gene Voice Genetic Feature


Static
You can speak to and understand your gene species, and all of the evolutions related to that Pokemon.

“Human-not-human”. “Beast man”. “Half-Pokemon”. “Gijinka”. In fear and awe, humans have tried to
attach many names to them. They don't care, however; humans are just another creature that is no longer
them. Their minds might be human – barely – but their bodies have begun to change into something else.
These rare beings could draw fear and legends just from their appearance, but their powers are what truly
inspire and frighten, for they can fight on even footing with Pokemon, with their own powers.
Altering Body Genetic Feature
Prerequisites: Genetic
Static
Choose one of the following capabilities naturally available to your gene species: Alluring, Chilled, Gilled,
Glow, Icestep, Mind Lock, or Tracker. You now possess that capability. Physical form changes
appropriately. You can take this feature multiple times, each for a different capability.

Altering Hands Genetic Feature


Prerequisites: Genetic, 18 STR, a total of 4 Genetic features
Daily – Every 10 levels gained, you may perform this Feature another time per day.
You use one of the following moves, based on the element of your gene species. If it has two elements, you
must pick one upon taking this feature. Physical form changes appropriately.
Element Move
Bug X-Scissor
Dark Sucker Punch
Dragon Dragon Claw
Electric Thunderpunch
Fighting Drain Punch
Fire Fire Punch
Flying Aerial Ace
Ghost Shadow Claw
Grass Needle Arm
Ground Bone Club
Ice Ice Punch
Normal Dizzy Punch
Poison Poison Jab
Psychic Psycho Cut
Rock Stone Edge
Steel Metal Claw
Water Crabhammer

Altering Legs Genetic Feature


Prerequisites: Genetic
Static
You gain the Overland and Jump capabilities of your gene species, and can opt to use those values for
movement instead of your natural rates. If the Jump capability is above 7, you instead only receive the
capability at rank 7. Physical form changes appropriately.

Elemental Manifest Genetic Feature


Prerequisites: Genetic
Static
Choose one of the following capabilities naturally available to your gene species: Firestarter, Fountain,
Freezer, Groundshaper, Guster, Electric, Sprouter, Telekinetic, or Zapper. You now possess that capability.
You can take this feature multiple times, each for a different capability.

Family Link Genetic Feature


Prerequisites: Genetic, 15 CHA
Static
You receive a -25 bonus to any capture check made on a Pokemon of the same evolutionary family as your
gene species, and they will not perform hostile actions against you until one is made against them.
Nature Manifest Genetic Feature
Prerequisites: Genetic, a total of 7 Genetic features
Special
Select one of the basic abilities available to your gene species. You gain that ability. If your trainer level is
above 20, you can take this feature again and gain a second ability, which may be a High Ability.

Power Manifest Genetic Feature


Prerequisites: Genetic, 21 STR, a total of 5 Genetic features
Static
Select a Move your gene species can learn naturally, at a level equal to or lower than twice your trainer
level. You gain the ability to use that Move. This feature may be taken multiple times, each for a different
move. Moves obtained via this Feature retain their natural frequency, with the exception that Centre-
frequency moves are now Daily. When performing moves using the Attack stat, use your STR modifier.
When performing moves using the Special Attack stat, use your CON modifier.

Reverent Majesty Genetic Feature


Prerequisites: Genetic, 21 CHA, Intimidation
Daily
A show of power, whether fearful or majestic, draws all attention to the user. Roll 1d20 and add your CHA
modifier. Hostile trainers of a level equal to or less than your roll, and hostile Pokemon whose highest base
stats are equal to or less than your roll, immediately cease hostilities to stare. They will resume action in
two rounds, or once any sort of hostile action is taken towards them again.

Intimidation Genetic Feature


Prerequisites: Genetic, 18 CHA
At-Will
When attacked directly by a trainer (not their Pokemon) without the Genetic class, you may add half of your
CHA modifier to your evasion.

Traveller Genetic Feature


Prerequisites: Genetic, a total of 4 Genetic Features
Static
Choose one of the follow capabilities naturally available to your gene species: Burrow, Sky, Surface, or
Underwater. They gain that capability, to a maximum of Burrow 4, Sky 9, Surface 12, or Underwater 6.
You may take this feature multiple times, selecting different capabilities each time. Physical form changes
appropriately.
Hunter

Advanced Feature

Prerequisites: Wild Child, killed at least ten


Pokemon in combat

Cross-Class Prerequisites: Killed at least fifteen


Pokemon in combat, 15 STR (Must take
Material Gathering)

Ability Bonus: Strength


Bonuses: +1 STR

Class Features:
Material Gathering, Feed the Pack

Material Gathering Hunter Feature


Daily - Every 5 levels gained, you may perform this Feature another time per day.
Target: A Pokemon that died within the last hour.
You can only use this Feature outside of combat. Spend fifteen minutes to harvest a Material from the
target Pokemon. The Material will be of the Pokemon's main element, and has a level equivalent to the
level of the Pokemon it was harvested from. The GM may choose to change or define the nature of the
obtained material at their discretion. A Pokemon cannot be harvested more than once, and you cannot
harvest trained Pokemon.

Feed the Pack Hunter Feature


Daily
Target: A Pokemon that died within the last hour.
You can only use this Feature outside of combat. Spend fifteen minutes to harvest meats, berries, etc. from
the target Pokemon. The amount of food provided will be determined by the GM. Some Pokemon, such as
Steel types, may not be applicable for this feature at the GM's discretion. A Pokemon cannot be harvested
more than once, and you cannot harvest trained Pokemon.

In most civilized circles, the act of killing a Pokemon in battle is frowned upon, especially if deliberate. For
the Hunter, it's just a way of life – the weak die and the strong survive, nay, thrive off of it. Their lack of
mercy drives many human companions away, but their efficiency, mastery, and self-sufficiency creates a
resourceful ally who can supply himself and others with food, shelter, clothing, and even weapons crafted
from the dead.

Special Notes: A Hunter may be granted one Arms Feature that they meet the stat requirements for, for free,
as though it was gifted to the class. They are only gifted this if they do not already posses an Arms Feature.
Accessory Smith Hunter Feature
Prerequisites: Hunter, 16 STR
Daily
You may spend a full day crafting an accessory (ring, pendant, glove, etc) from gathered Materials, by using
any 6 materials. The accessory has a level equal to the average level of all Materials used, up to a
maximum of 3 times your trainer level or 100, whichever is lower. If all of the Materials are of the same
element, the accessory is considered to be of that element and gains the according elemental effect;
otherwise, select one of the 3 neutral effects that the accessory will grant. The effects of accessories are
based on the level of the accessory, not the wearer, and are rounded down. Characters can only benefit from
one Accessory, even if they are wearing more than one.
Element Effect
Bug -1 to any damage received from special attacks per 15 levels
Dark +1 to any roll involving WIS per 30 levels
Dragon +1 to any roll involving CHA per 30 levels
Electric -1 to capture checks per 10 levels
Fighting +1 to any roll involving STR per 30 levels
Fire +1 damage with Attack-using Moves per 10 levels
Flying +1 movement on land in battle per 15 levels
Ghost -1 to death saving throws per 25 levels
Grass +1 to any roll involving DEX per 30 levels
Ground +1 to any roll involving CON per 30 levels
Ice +1 damage with Special Attack-using Moves per 10 levels
None (1) +1 to maximum HP per 5 levels
None (2) +5% final EXP gain for Pokemon per 20 levels
None (3) +1 to status effect removal checks per 25 levels
Normal +1 evasion against damaging attacks per 15 levels
Poison +1 evasion against non-damaging attacks per 15 levels
Psychic +1 to any roll involving INT per 30 levels
Rock -1 to damage received from physical attacks per 15 levels
Steel +1 damage with attacks using Arms Features per 10 levels
Water +1 movement in water in battle per 25 levels

Armour Designer Hunter Feature


Prerequisites: Hunter, Armour Smith
Static
When crafting an item using Armour Smith, and the total number of Materials used are evenly distributed
between two different elements, the Armour will possess both elements. This cannot be used to create
Armour of any type combination that does not have a weakness (Such as Ghost/Dark).

Armour Smith Hunter Feature


Prerequisites: Hunter, 16 STR
Daily
You may spend a day crafting a piece of armour from gathered Materials, by using any 6 Materials. The
armour made should be sensible for the materials it was made from. The armour has a level equal to the
average level of all Materials used, up to a maximum of 3 times your trainer level or 100, whichever is
lower. If all of the Materials are the same element, the armour also possesses that element. A character
wearing armour takes 1 less damage from an attack for every ten levels of the armour, rounded up, and
counts as being of the element of armour worn (if any) for the purposes of weaknesses and resistances.
Characters can only benefit from one piece of Armour, even if they are wearing more than one.
Clean Kill Hunter Feature
Prerequisites: Hunter, Finisher
Static
When a Pokemon is killed by failing the saving throw caused by Finisher, you may harvest two materials
from the Pokemon in question as per Material Gathering. These do not count towards the daily limit.

Finisher Hunter Feature


Prerequisites: Hunter, 17 STR
Daily
Trigger: Lower a Pokemon to -25% HP or lower with an arms feature attack or Feral Strength.
The Pokemon must immediately make a death saving throw.

Master Craft Hunter Feature


Prerequisites: Hunter, crafted at least 3 items
Monthly
When you use Accessory Smith, Armour Smith, or Weapon Smith, you may craft a piece of equipment
using an additional 4 Materials from the normal requirement. If you do, the final calculated level for the
equipment is increased by 10, up to a maximum of 100, and is no longer limited by your trainer level. If
this is used in conjunction with Memento, this bonus is applied after doubling the item's level.

Memento Hunter Feature


Prerequisites: Hunter, Master Craft
Weekly
You may harvest a Material from a Pokemon that has died in combat, which was trained by you or an ally
for at least 20 levels and is at Loyalty 4 to its owner, with that ally's permission. The Material contains
special properties. Items crafted with this Material can only be used by the trainer of the Pokemon in
question, and cannot be sold. The effective level of an item crafted with this Material is doubled, up to a
maximum of 100, and is no longer limited by your trainer level. You cannot use multiple Memento
Materials in a single crafting.

Merciless Assault Hunter Feature


Prerequisites: Hunter, 18 STR
Daily
Trigger: One of your Pokemon reduces an enemy Pokemon below 0 HP with a super-effective move
The damaged Pokemon instantly suffers additional damage equal to 50% of its maximum HP.

Salesman Hunter Feature


Prerequisites: Hunter, 14 CHA, crafted at least 1 item
At-Will
Your character can find individuals willing to purchase Pokemon-crafted materials, even if that means
finding the black market. Individual materials sell for an amount equal to their level x 20. Crafted items
sell for an amount equal to the item's level x 250, then with an additional % of their cost equal to three
times their level. GMs may designate additional value to materials or items with special value or rarity.

Simple Craft Hunter Feature


Prerequisites: Hunter, crafted at least 1 item
Static
When you use Accessory Smith, Armour Smith, or Weapon Smith, you may craft using only half of the
normal Materials. If you do, the final calculated level is reduced by half. You cannot use this feature when
using Master Craft or an Material created using Memento in crafting.
Weapons Designer Hunter Feature
Prerequisites: Hunter, Weapon Smith, 18 STR
Static
You may create any type of weapon when using Weapon Smith, regardless of the Arms Features you
possess.

Weapon Smith Hunter Feature


Prerequisites: Hunter, 16 STR, any Arms Feature
Daily
You may spend a day crafting a weapon from gathered Materials, by using a total of 6 Materials. The
weapon has a level equal to the average level of all Materials used, up to a maximum of three times your
trainer level or 100, whichever is lower. If all of the Materials are the same element, the weapon also
possesses that element. The weapon will deal additional damage on an attack equal to the STAB bonus of a
Pokemon of its level, and will deal damage as an elemental attack if it possesses one. You can only create a
weapon you would be capable of wielding with your Arms Features.
Liberator

Advanced Feature

Prerequisites: Wild Child, 16 CHA, 16 STR

Cross-Class Prerequisites: Snagger, 16 CHA, 16 STR

Ability Bonus: Charisma


Bonuses: +1 CHA

Class Features:
Intercept, Provocation

Intercept Liberator Feature


At-Will
When an opposing trainer makes a capture attempt on one of your Pokemon, you may make a 1d20 roll,
adding your dexterity modifier. On a roll of 11 or higher, you catch the poke ball, and the capture attempt
automatically fails.

Provocation Liberator Feature


Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: A trained Pokemon belonging to an enemy trainer.
Make a 1d20 roll, adding your charisma modifier. On a total of 15 or higher, the Pokemon leaves the
Trainer's control and begins attacking them as though they were a Wild Pokemon. The trainer may attempt
to recall the Pokemon, but must succeed on a simulated capture check at double the normal success rate.
This feature fails instantly on Pokemon with a loyalty of 2 or greater.

Mechanic: The Liberator uses the same Loyalty mechanic as the Snagger class. “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.”

Sometimes, society is ugly. Many can still see the good that also exists, but a few of them become far too
disgusted with the way that their fellow humans treat Pokemon. They lash out against society and other
trainers in response. To the normal citizen, they are branded anarchists and criminals. The name they give
themselves, though, is Liberators: deliverers of natural justice, fighting for the goal of freeing enslaved
Pokemon and turning the bad karma of their captors against them.
Ball Buster Liberator Feature
Prerequisites: Liberator, 18 STR
Daily - Every 4 levels gained, you may perform this Feature another time per day.
Target: A Pokeball you caught through another Liberator feature
Make a 1d20 roll and add your STR modifier. On a roll of 15 or higher, the Pokeball is damaged and
cannot be used until repaired at a PokeCenter or through other means. On a roll of 20 or higher, the
Pokeball is destroyed. If a Pokemon was contained in the Pokeball, but is outside it when this feature is
used, it is now considered a Wild Pokemon and may attack trainers present if it would do so as one. If a
Pokemon was inside the Pokeball when this feature is attempted, the Pokemon is freed and attacks the
Liberator.

Come With Me Liberator Feature


Prerequisites: Liberator, 17 CHA
Daily
Target: A Pokemon whose trainer has been incapacitated after being affected by Provocation
You may make a capture check on the target Pokemon, as per Wild Bonding if a Wild Child or using a Poke
Ball otherwise. You receive a -25 bonus to the capture check. If successful, the Pokemon is now
considered yours.

Freedom! Liberator Feature


Prerequisites: Liberator, Ball Buster
Static
When a freed Pokemon's Pokeball is destroyed by the use of Ball Buster and its loyalty is 1 or less, it
becomes immediately hostile to its original trainer.

Free Yourself! Liberator Feature


Prerequisites: Liberator
Static
When a Pokemon is successfully affected by the use of Provocation, their trainer's success rate to force the
Pokemon to return is no longer doubled.

Frustration Liberator Feature


Prerequisites: Liberator, 17 STR
Daily
Target: A Pokemon attacking its own trainer
The Pokemon's action this turn will be to use the move Frustration, regardless of if it knew it or not.

Gratitude Liberator Feature


Prerequisites: Liberator, successfully used Intercept three times
Static
When you successfully use Intercept, your Pokemon you defended immediately receives +1 to two combat
stages of your choice.

Interception Thief Liberator Feature


Prerequisites: Liberator
Daily
Target: An enemy Trainer attempting to send out a Pokemon from a Pokeball.
Make a 1d20 roll and add your DEX modifier. On a roll of 15 or higher, you catch the Pokeball. The
Pokemon fails to appear. If you attempt to call the Pokemon yourself, it is hostile to you.
Karma's Fist Liberator Feature
Prerequisites: Liberator, Feral Strength +
Static
When attacking a trainer with an active Pokemon using Feral Strength +, add an additional number of d6 to
the damage roll equal to (4 – Pokemon's loyalty). If the trainer has two or more Pokemon out, the Pokemon
with the most loyalty is used for this calculation.

Loyalty Sense Liberator Feature


Prerequisites: Liberator
Static
Target: A hostile trainer's Pokemon
As a free action, you may make a 1d20 roll and add your CHA modifier. On a result of 10 or higher, you
will know if the Pokemon's Loyalty is 4. On a result of 20 or higher, you know the exact value of the
Pokemon's Loyalty. You cannot trigger this feature on the same Pokemon twice within a given day.

Reverse Commander Liberator Feature


Prerequisites: Liberator, 22 CHA, Interception Thief
Daily
Target: A Pokeball you have caught, containing a Pokemon
The Pokemon emerges from its Pokeball. Make a 1d20 roll and add your CHA modifier. If your roll is
higher than 10 + (four times the Pokemon's Loyalty), the Pokemon will act under your command for a
number of rounds equal to the difference between your roll and the target number. After that time, if the
original trainer is still present and conscious, it will return to its original commander's side; otherwise, treat
it as a wild Pokemon. This feature automatically fails on any Pokemon of loyalty 3 or higher.

Shadow of Doubt Liberator Feature


Prerequisites: Liberator, 19 CHA
Daily
Target: An enemy Pokemon
The Pokemon's loyalty is reduced by 1 for an hour, then returns to normal if it still belongs to the original
trainer when the effect ends. This feature fails if attempted on a Pokemon with a Loyalty value of 4. If it is
used on a Pokemon with 0 loyalty, they turn against their trainer as per Provocation.
Pack Leader

Advanced Feature

Prerequisites: Wild Child, have four Companions


that have gained at least 5 levels each

Cross-Class Prerequisite: Unique to Wild Child

Ability Bonus: Charisma


Bonuses: +1 CHA

Class Features:
Crowd Control, Roar

Crowd Control Pack Leader Feature


Static
The maximum number of Companions a Pack Leader can control is increased to six

Roar Pack Leader Feature


Daily
Use the move Roar

The howl of a Pokemon leading their pack out hunting can strike fear into even the most experienced
trainer. It is even more haunting when the one rallying their companions is another human. They command
respect from the Pokemon they meet and order them into line with the same power of authority. These wild
men and women hardly need the companionship of humans, because they have already found a family.
Alpha Pack Leader Feature
Prerequisites: Pack Leader, have six Companions
Static
The maximum number of Companions a Pack Leader can control is increased to eight. This feature
overwrites Crowd Control.

Family Care Pack Leader Feature


Prerequisites: Pack Leader, Rest and Relaxation
Static
When not in combat, Companions that were reduced below 0 HP are immediately stabilized, and will be
restored to 1 HP following a full rest.

Fearless Voice Pack Leader Feature


Prerequisites: Pack Leader
At-Will
Use the move Lucky Chant

Fighting Together Pack Leader Feature


Prerequisites: Pack Leader, three Features allowing you to use Moves
Static
Whenever you or one of your Companions damages an enemy, add your CHA mod to the damage dealt,
multiplied by the number of other Companions (including yourself) that has previously damaged the target.
The damage added cannot exceed your CHA stat. This bonus is applied after weakness and resistance. This
bonus only applies when standard Moves, Features allowing trainers to use Moves, Arms Features, or the
Feral Strength feature are used – attacks or damage triggered by other Features (such as Synchronized
Assault) neither receive this bonus nor count for the purpose of determining the number of damage dealers.

Growing Together Pack Leader Feature


Prerequisites: Pack Leader, 18 CHA
Static
When you and at least one of your Companions makes an attack on a target the turn it is defeated, the
experience points received by the involved Companions is increased by 1.5x . This does not stack with
other experience multipliers.

Helping Hand Pack Leader Feature


Prerequisites: Pack Leader
At-Will
Use the move Helping Hand.

Join The Pack Pack Leader Feature


Prerequisites: Pack Leader, have five or more Companions
Static
When you perform a Wild Bonding check, add a -2 bonus for every Companion you currently have.

Synchronized Assault Pack Leader Feature


Prerequisites: Pack Leader, three Companions capable of using the same Move, 22 CHA
Daily
Select a Move known by more than one of your Companions, that is not a Battle or Center frequency Move.
All Companions capable of performing that Move will perform that Move this turn. They must all target a
single Pokemon. If the move deals damage, the damage dealt by each instance of the Move will be halved
after applying attack or special attack; but before weakness, resistance, defence, or special defence.
Together, We Are Strong Pack Leader Feature
Prerequisites: Pack Leader, three Companions with Moves that increase combat stages
Daily
Trigger: A Companion uses a Move that boosts combat stages
Increase the combat stages of all other Companions as though they had used the same Move.

Watch Each Others Backs! Pack Leader Feature


Prerequisites: Pack Leader
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Trigger: One of your Companions is targeted by a single-target attack
Select one of your Companions that has not shifted this turn, and could reach the position of the attacked
Companion by shifting. That Companion immediately shifts to that position and becomes the target of the
attack. The original target is shifted one square in any direction you choose.

Wide Guard Pack Leader Feature


Prerequisites: Pack Leader, Watch Each Others Backs!
Daily
Trigger: You and at least one Companion would be hit by a single Move simultaneously
Use the move Wide Guard.
Tribal

Advanced Feature

Prerequisites: Wild Child, have encountered a


Legendary Pokemon on neutral or positive terms

Cross-Class Prerequisite: 18 CHA or 18 STR ; be


allied with a Legendary Pokemon (Must take
Tribal Bonding)

Ability Bonus: Strength


Bonuses: +1 STR

Class Features:
Tribal Bonding, Channel Element

Tribal Bonding Tribal Feature


Static
Choose a Legendary Pokemon that you have encountered and are not currently hostile to. This Legendary
is now your Linked Legendary for the purposes of other Tribal class features. The Legendary will no longer
take hostile action to you, or your allies in the immediate vicinity, unless hostile action is taken against it
first. If the Legendary becomes Hostile to the Tribal specifically, Tribal features will no longer function
while it remains Hostile.

Channel Element Tribal Feature


Daily – Every 6 levels gained, you may perform this Feature another time per day.
Trigger: You deal damage through any feature, move, or attack.
Choose an element that is natural to your Linked Legendary. The damage dealt by the attack is now
considered to be of that element, regardless of what it was before.

Meeting a Legendary Pokemon is a great honour on many, and often impacts the way they live their lives
from then on. Tribesmen take it a step farther. They bond with the great beast they have paid witness to,
worship it, and gain power in return. One part worshipper, one part fanatic, and one part blessed avatar of
the legends themselves, they inspire their allies and leave behind myths of their own wherever they go.
Avatar Tribal Feature
Prerequisites: Tribal, at least 6 Tribal features, one of which must be Legend-speaker, must be on excellent
terms with the Linked Legendary.
Static
The Tribal takes the title of Avatar of their Linked Legendary. Only one avatar can exist for a Legendary at
a given time. An avatar and their Legendary will never attack each other and remain forever allied to each
other. The effect of being an Avatar can be felt by other humans and Pokemon, who feel a sense of majesty
when seeing the individual. Charisma checks made for the purpose of interacting with other beings are
increased by 2.

Daily Worship Tribal Feature


Prerequisites: Tribal
Daily
The Tribal takes ten minutes in a ritual of worship for the Linked Legendary – a prayer, a dance, or other
means as appropriate. This feature can be used while the Linked Legendary is hostile to the Tribal, and if
done, will remove the Legendary's hostility. If the Legendary was neutral or better to the Tribal, it instead
increases the Linked Legendary's favour towards the Tribal, and adds 2d10 HP to the Tribal. This can
increase the Tribal's HP beyond its natural maximum, up to a maximum of 20 plus the trainer's level in
additional HP. Once this feature is taken, if the Tribal fails to perform this feature in a given day, any HP
beyond the limit is lost and the Tribal's standing with the Legendary is weakened.

Descent of the Almighty Tribal Feature


Prerequisites: Tribal, Avatar, Level 20
Monthly
This feature may only be used in Combat. The Linked Legendary will arrive at the end of the turn
following this one, and will fight alongside its Avatar until combat is ended. It cannot be commanded
directly, but always acts in the best interest of itself and its Avatar. Once the battle ends, the Legendary will
leave. This feature cannot be used in a battle where Ignition of Sacred Might or Emergence of Divine Soul
have been used.

Emergence of Divine Soul Tribal Feature


Prerequisites: Tribal, Avatar
Monthly
This feature can only be activated in battle. When this feature is activated, a great deal of the Legendary's
natural energies are channelled to its Avatar for a brief period of time. The Avatar's physical appearance
temporarily takes on aspects of the Linked Legendary. For the remainder of the battle, the Avatar is counted
as being of the types of its Linked Legendary, and possesses the base stats (excluding HP) possessed by its
Linked Legendary. This effect ends at the end of combat. This feature cannot be used in a battle where
Ignition of Sacred Might or Descent of the Almighty have been used.

Ignition of Sacred Might Tribal Feature


Prerequisites: Tribal, Avatar
Monthly
This feature can only be activated in a battle. When this feature is activated, the full power of the
Legendary's battle spirit is awoken within the Tribal. For the duration of the effect, they have full access to
any Move on the Linked Legendary's level up list, up to a maximum level of three times the trainer's level.
The Avatar's Strength modifier is counted as their Attack stat, and their Charisma stat is counted as their
Special Attack modifier, for the duration of this effect. This effect ends at the end of combat. This feature
cannot be used in a battle where Descent of the Almighty or Emergence of Divine Soul have been used.
Impressive Mastery Tribal Feature
Prerequisites: Tribal, 17 CHA
Daily
Trigger: You damage a Pokemon while using Channel Element, with the same element selected
If you attempt to capture or perform Wild Bonding on the damaged Pokemon, add a -10 bonus to your roll.
This bonus is not applied to other trainer's capture rolls on the Pokemon; only your own.

Instrument of Judgement Tribal Feature


Prerequisites: Tribal, 17 STR
Daily
Trigger: You damage a Pokemon or Trainer that your Linked Legendary is hostile to
Add 2d10 additional damage to the damage you deal to the target.

Legend-speaker Tribal Feature


Prerequisites: Tribal
Static
You can understand your Linked Legendary and communicate with it. When separated, you are capable of
sensing strong emotions (Joy, fear, sadness, anger, etc.) of the other.

Lore Master Tribal Feature


Prerequisites: Tribal, Legend-speaker
Static
You know all legends, lore, and stories related to your Linked Legendary. If you also possess the Avatar
feature, you know the truth of each of these, and can discern when someone tells you a lie (knowingly or
unknowingly), related to your Legendary's activities and abilities.

Ritual of Request Tribal Feature


Prerequisites: Tribal, Legend-speaker, 20 CHA
Monthly
This feature can only be activated out of battle. The Tribal takes ten minutes to perform a ritual to call their
Linked Legendary. The Legendary will appear shortly after the ritual's conclusion. The Tribal may then
make any request, and the Legendary will fulfil it to the best of their ability, so long as the request is within
reason.

Surge Tribal Feature


Prerequisites: Tribal, 20 STR
Weekly – Every 10 levels gained, you may perform this Feature another time per week.
Target: Any of your Pokemon
The next attack used by the target that deals damage and is of an element natural to your Linked Legendary
receives two additional STAB dice.
Wanderer

Advanced Feature

Prerequisites: Wild Child, willingly separated from


a Companion.

Cross-Class Prerequisite: Willingly separated from


three different Pokemon, 14 CHA

Ability Bonus: Charisma


Bonuses: +1 CHA

Class Features:
Wealth of Experience, Saying Goodbye

Wealth of Experience Wanderer Feature


Static
For every Pokemon that has gained at least five levels, and then separated from the trainer by choice or by
death, the experience received by Pokemon receiving full experience in battle is increased by 5%. The
maximum increase this feature can grant to experience is +50%.

Saying Goodbye Wanderer Feature


Weekly
When you willingly release a Pokemon that has gained at least five levels, you may increase the level of
one of your other Pokemon by one per five levels that the separating Pokemon had received. A Pokemon
cannot be increased beyond level 40 in this manner, and any excess levels that would be added beyond this
are lost.

The Wanderer is a human who will never settle down into society. The world is an endless stretch ahead,
and there are an infinite number of friends to meet along the way. Their journey is not about knowledge or
strength or a number; it is about the journey itself. They gather a great many experiences on their journey,
each parting only strengthening them. To those who have the fortune to travel with a Wanderer, even for a
while, they are made forever richer by the share of knowledge.

Special Note: Trading away a Pokemon does not count towards any Wanderer feature unless specifically
stated, nor does it count towards the prerequisites. Similarly, Pokemon killed by choice by the Wanderer
do not count as prerequisites or for the activation of Wanderer features. Releasing a Pokemon means to
return the Pokemon to the wild or to give it to the permanent care of another trainer without anything being
given in return.
Bond of Trust Wanderer Feature
Prerequisites: Wanderer, traded at least three Pokemon
Static
When you trade a Pokemon to another trainer, increase the Loyalty of the Pokemon that was received by
one stage. This feature only works on Pokemon you did not own in the past.

Challenge the World Wanderer Feature


Prerequisites: Wanderer, earned at least one badge from two different regions
Static
When challenging a Gym Leader in an official match, you gain X temporary stat points, divided as you
choose, among your stats for the duration of the match. X is equal to the number of regions in which you
have earned a badge, up to a maximum of 6.

Dazzle the World Wanderer Feature


Prerequisites: Wanderer, earned at least one contest ribbon from two different regions
Static
When entering a Contest, add Xd4 to your Pokemon's appearance appeal in the first round of a contest. X is
equal to the number of regions in which you have won a contest, up to a maximum of 6.

In Memory Wanderer Feature


Prerequisites: Wanderer, at least one Pokemon has died
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Select a Move that was known by a Companion that has died. When you use In Memory, you may use the
selected Move. This feature can be taken up to three times. Each Move selected must come from a
different Pokemon.

It's Not Your Time Yet! Wanderer Feature


Prerequisites: Wanderer, at least one Pokemon has died
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Trigger: One of your Pokemon makes a death saving throw
Add a -4 bonus to the roll for every Pokemon you have owned that has died, up to a maximum of a -20
bonus.

I Will Never Forget You Wanderer Feature


Prerequisites: Wanderer
At-Will
Trigger: One of your Pokemon of level 40 or higher, that has been raised for at least twenty levels, dies
You gain a level. The first time this Feature activates, you also gain a feature point.

Legend Memories Wanderer Feature


Prerequisites: Wanderer, met at least two Legendary Pokemon
Daily
Trigger: Roll a 1d20 for any trainer feature or stat check.
You may add 1 to the roll for every two different Legendary Pokemon you have encountered, to a maximum
of a +5 bonus.

Scent Of A Friend Wanderer Feature


Prerequisites: Wanderer, 18 CHA
Static
When you make a capture check or Wild Bonding check on a Pokemon of a species (or an evolutionary
stage thereof) which you have previously owned, add a -10 bonus to your roll.
They Showed Me This Wanderer Feature
Prerequisites: Wanderer, 18 CHA
Special
After obtaining this feature, whenever a Pokemon leaves your party by release, or death, you may select a
move that Pokemon knew and designate it as the move for this feature, overwriting any previously selected
move. Once per day, you may select one of your Pokemon that has been captured or otherwise befriended
since that Pokemon left, that could learn the selected move. Roll a 1d20 and add your CHA mod. On a roll
of 20 or higher, you successfully teach the move to that Pokemon. Once successful, you must either wait a
month or select a new move by releasing another Pokemon before this feature can be used again.

Traveller's Eyes Wanderer Feature


Prerequisites: Wanderer, have visited three different Regions
Static
When making Perception checks, add +1 to the roll for every two regions you have visited, up to a
maximum of 5.
Cross-Classing Opportunities

The following are lists of additional options, for Wild Child classes who want to cross-class into the PTA-
standard advanced classes.

Ace Trainer

Chaser
-Hunter, 16 CON, 3 major foe's escape

Enduring Soul:
-Wanderer, 16 CON

Tag Battler:
-Pack Leader, Dual-Wielding, 14 CON

Type Ace:
-Genetic, 14 CON (You must choose a type for Type Ace that matches a type of your Gene Species)
-Tribal, 14 CON (You must choose a type possessed by your Linked Legendary for Type Ace)

Breeder:

Chef:
-Hunter, used Feed the Pack at least 5 times, 18 WIS

Trader:
-Wanderer, 14 WIS, Traded 2 Pokemon

Martial Artist:

Aura User:
-Genetic, 18 STR, 14 CON (Your Gene Species must have the Aura capability)
-Tribal, Legend-Speaker, 18 STR, 14 CON

Dirty Fighter:
-Wild Child, Feral Strength +, 14 DEX

Weapons Master:
-Hunter, Weapon Smith

Mystic:

Channeler:
-Wild Child, Bonding Spirit + or Unbreakable Bond, 17 WIS
-Genetic, 17 WIS
-Pack Leader, 17 WIS

Rune Master:
-Genetic, Gene Species is Unown
-Pack Leader, at least three Unown
Touched:
-Tribal, a musical instrument

Psychic:

Air Adept:
-Genetic, 16 CON, Gene Species must be Flying or Electric type
-Tribal, 16 CON, Linked Legendary must be Flying or Electric type

Earth Shaker:
-Genetic, 16 CON, Gene Species must be Grass, Ground, or Rock type
-Tribal, 16 CON, Linked Legendary must be Grass, Ground, or Rock type

Empath:
-Wild Child, Unbreakable Bond, 14 INT
-Genetic, Gene Voice, 14 INT
-Pack Leader, 14 INT
-Tribal, Legend-Speaker, 14 INT

Fire Breather:
-Genetic, 16 CON, Gene Species must be Fire type
-Tribal, 16 CON, Linked Legendary must be Fire type

Hex Maniac:
-Genetic, 16 CON, Gene Species must be Ghost type
-Tribal, 16 CON, Linked Legendary must be Ghost type

Rain Maker:
-Genetic, 16 CON, Gene Species must be Water or Ice type
-Tribal, 16 CON, Gene Species must be Water or Ice type

Ranger:

Coach:
-Pack Leader, 16 DEX (You do not gain a Styler)

Researcher:

Cryptozoologist:
-Tribal, 16 INT, encountered at least 2 Legendary Pokemon

Petrologist:
-Genetic, 16 CON, Gene Species must be Ground, Rock, or Steel type
-Tribal, 16 CON, Linked Legendary must be Ground, Rock, or Steel type
FAQ

Wild Child related (The base class, that is)

Q: Wild Child's Companions are different from Ranger's Companions, right?


A: Right.

Q: Can Wild Children participate in gyms and/or challenges? Rangers aren't allowed to use Companions as
they are wild Pokemon!
A: Talk to your GM about this. If your setting's official competitions refuse wild Pokemon, then they do; if
they don't, they don't! If this would restrict you from being able to participate, you should talk to your GM
(or player) to work out some alternative challenge.

Q: Wild Children can't get levels based on captures if they have a limit of four Pokemon!
A: This is true. Talk to your GM to work something reasonable out to make up for it.

Q: What's all that stuff about EXP mean?


A: Normally, each player receives full experience and divides it among their Pokemon that actively
participated in battle (Were given commands or received attacks). Wild Children can freely divide up all
combat EXP received regardless of whether a companion was directly involved in the battle, so long as the
companion was present at all. Note that for some GM's ruling of how EXP is handled this might not mean
anything!

Q: Wild Children can't take Capture Specialist classes or advanced classes, but is the reverse true?
A: Capture Specialists can't take the Wild Child base class, but many of the Advanced Classes can still be
achieved by cross-classing from Capture Specialist.

Q: What if I become a Wild Child later on when I have more than four Pokemon?
A: Figure out an answer with your GM.

Q: Why does Feral Strength take a feature in order to become equal to first-tier weapon proficiencies that
are gifted?
A: I'm still trying to balance this reasonably. Sorry!

Genetic related

Q: The picture shows a Lugia Genetic why can't I be a Legendary Genetic?


A: As of 4.1, you can; but you have to reach Avatar status as a Tribal first.

Q: If I have Hey Guys Watch This, can I take multiple features and suddenly morph into an AWESOME?
A: Yes, yes you can.

Q: Gene Shift says I count as an element for “all intents and purposes”. Does this mean I can get STAB as
a trainer when using elemental attacks?
A: Yes. It'll be small though since you have a low trainer level.
Hunter related

Q: How do I deal with someone possessing multiple pieces of elemental Armour?


A: You should specify only one piece of elemental Armour to be active, when a battle begins. This should
not change for the entirety of the battle.

Q: How does elemental Armour deal with other features that cause a trainer to have a natural element?
A: Static features granting a trainer a natural element are overwritten by the Armour's element. However,
activated abilities that temporarily change the user's element will overwrite both for their duration.

Q: Does the damage reduction from Armour stack with bonuses from other features (Master's Aegis, I Can
Take A Hit, etc.)?
A: Yes.

Q: Can I create a shield that qualifies for the use of Weapon Master's Master's Aegis feature as a piece of
Armour?
A: Yes.

Q: Do I need elemental arms features to wield Hunter weapons?


A: No.

Q: How do elemental Hunter weapons work with Weapon Master's Sword of the Sun and Moon?
A: When activated on Quake Hammer/Gash, SotSaM will overwrite the element of the wielded weapon
temporarily.

Q: What does a sample crafting look like?


A: If three level 20 Water materials and three level 30 Water materials were used to craft an accessory, it
would be a Level 25 Water accessory – which would grant the wearer +1 movement speed when in the
water. If it were a weapon, it would deal Water-type damage and add 1d8 damage. If it were armour, the
wearer would be counted as Water-type when receiving attacks, and would grant 3 points of damage
reduction.

Q: Do accessory effects affect the wearer's Pokemon?


A: No, just the wearer.

Q: Does wearing elemental armour grant me STAB?


A: No. It only changes your element for the purpose of damage received.

Pack Leader related

Q: How the hell does Fighting Together work?


A: Imagine you and all of your Companions are all a 'pack'. The first member of the pack to attack won't
receive any bonus. However, if another member of the pack attacks, they gain a damage bonus based on
how many other members of the pack have attacked the same target already.
*If the first member who attacked was to attack again at this point, they'd also get a damage bonus, since
one other member of the pack has attacked the target now
*If a third member of the pack were to attack, they would gain the bonus for two other members of the pack
having attacked
And so forth. I promise, it's really very simple, but finding a way to word it is a little tricky!
Tribal related

Q: Does Emergence of Divine Soul let me get STAB?


A: Yes. It will be small, since you're a low level, mind you.

Q: Does having a speed stat thanks to Emergence of Divine Soul mean I act on a Pokemon turn too?
A: No. You simply gain speed evasion, if there is enough to get any.

Q: Does having stats thanks to Emergence of Divine Soul mean I can benefit from Combat Stages?
A: Yes.

Q: Does having an attack stat boost non-Move trainer feature damage?


A: Yes. Your temporary Attack stat will increase damage from Arms Features, Feral Strength, and so forth.

Wanderer related

Q: I can say I got badges and ribbons and released Pokemon in the past during my character generation,
right?
A: Yes! But please don't go overboard. Ask your GM what seems reasonable based on the starting level of
the campaign. (In a future version I might put a “suggested allowance” chart or something here)

Other

Q: Where's the PDF?


A: ...

Q: What happens if I use a move that affects my combat stages?


A: Nothing, since you don't have stats (Unless you're a Tribal using Emergence of Divine Soul)
Patch log

Version 4.1
*Cross-classing: Genetic to Aura User now requires gene species to have the Aura capability instead.
*FAQ: Lots of new questions. Specifically of note, questions related to trainers getting STAB.
*Genetic: A Tribal possessing Avatar status can now become a Legendary Genetic.
*Genetic: Power Manifest now allows for frequency, and adds modifiers to damaging attacks.
*Hunter: Accessory Smith now makes ghost accessories work right.
*Hunter: Memento now can be used weekly, but only on Loyalty 4 Pokemon.
*Hunter: Salesman fixed because I fail at maths. You can actually make money from it now.
*Tribal: Emergence of Divine Soul no longer gives you abilities; instead, it gives you base stats.

Version 4 (May 1st, 2011)


*New Section: Cross-classing (For additional cross-classing opportunities into PTA standard classes)
*New Section: FAQ
*New Hunter Features: Armour Designer, Simple Craft
*New Liberator Feature: Loyalty Sense
*New Pack Leader Feature: Wide Guard
*New Tribal Feature: Lore Master
*Genetic: Altering Legs and Traveller have been adjusted for the revamped capabilities list.
*Genetic: Power Manifest now allows you to take moves from up to twice your trainer level. Learn levels
for moves are due to change soon, however, so this might change quickly!
*Genetic: Nature Manifest adjusted to account for basic & high abilities.
*Hunter: Accessory Crafting now rounds the effect down, not up.
*Hunter: Armour Smith now rounds up for determining damage reduction.
*Hunter: All crafting features now only require 6 Materials by default, instead of 7.
*Hunter: Finisher can now only activate off of arms feature/feral strength.
*Hunter: Is now automatically gifted an arms feature, unless they got one from somewhere else.
*Hunter: Master Craft has had its prerequisite lowered, and now only requires an additional 4 Materials.
*Hunter: Memento can no longer be stacked onto an item.
*Liberator: Karma's Fist now has a case for handling dual-wielders.
*Pack Leader: Fighting Together has been clarified.
*Pack Leader: Synchronized Assault now deals less damage, and no longer can be used with Battle or
Center frequency Moves.
*Tribal: Must now take Tribal Bonding if they're taking it cross-classed.
*Wanderer: Can no longer kill their own Pokemon for prerequisites/feature activations anymore.
*Wanderer: I Will Never Forget You now requires a minimum level to activate to prevent abuse.
*Wanderer: I Will Never Forget You grants a feature point when it first activates.
*Wanderer: Wealth of Experience clarified: the maximum is +50%
*Wild Child: Companion experience distribution is no longer broken nor complex.
*Wild Child: Rest and Relaxation overhauled so it no longer relies on nebulous rules.

Version 3.0 (March 6th, 2011)


*Let's Celebrate Black and White!
*New Advanced Class: Pack Leader
*New Advanced Class: Tribal
*New Advanced Class: Wanderer
*Wild Child's Wild Bonding no longer allows you to make Legendary Pokemon companions.
*Genetic's Prerequisite is now simpler to achieve.
*Genetic's Gene Species can no longer be a Legendary Pokemon
*Title Page, Table of Contents, Bookmarks, etc.
Version 2.0 (February 9th, 2011)
*New Advanced Class: Hunter
*New Advanced Class: Liberator
*Wild Child's Feral Strength changed from 1d10 to 1d12
*Wild Child's Feral Strength + changed from 3d10 to 4d10; this puts it in the lower end of the master arms
features range. Future changes to arms feature damage might cause this to be changed again in the future.
*Wild Child's Joining the Frey is a little more detailed now.
*Genetic's Reverent Majesty was given a check. Whoops! Can't believe I forgot that!
Version 1.0 (December 6th, 2010)
*First release!
*New Base Class: Wild Child
*New Advanced Class: Genetic

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