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 Trainer Classes

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PostSubject: Trainer Classes   Sun Nov 18, 2012 12:36 pm

As you roleplay and increase your trainer level, you will meet requirements to start taking special classes. These classes will grant you as a trainer special abilities and great power. How you use them will be up to you.

Note: Some abilities can not be used in official league battles unless stated otherwise and should only be used when training, travelling, and searching for pokemon.

Available Classes

Medic
Engineer
Aura User
Black Belt
Ninja
Air Adept
Fire Breather
Rain Waker


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PostSubject: Re: Trainer Classes   Sun Nov 18, 2012 12:53 pm

Medic



When battling, a pokemon is commonly injured which requires a visit to a pokemon center shortly afterward. Those who start practicing basic medical work can find a warm welcome to any traveling party. Routes that last a few days can see no form of medical attention for a trainer’s pokemon, which can potentially kill a severally poisoned or injured pokemon. A Medic can treat wounded and afflicted pokemon at the cost of some medical supplies and herbs that earth gives them from the surrounding area.

Type(s): Normal

Requirements: Study at the school of Medics in the Luna Mountain Town. Reach Trainer Level D.

Abilities

Calming Herbs: Using herbs found all over the Elestia region, you can create your own paralysis cure. (Requires 5 herbs)

Waking Herbs: Using herbs found all over the Elestia region, you can create your own awakening. (Requires 5 herbs)

Holy Herbs: Using herbs found all over the Elestia region, you can create your own Full Heal. (Requires 10 herbs)

Healers Touch: Using mystic energy, you are able to heal a person or pokemon back to full health while not in a battle. Does not heal status ailments or mental ailments.

Angel Herbs: Using herbs found all over the Elestia region, you can create any healing item of your choosing. (Requires 20 herbs)

Immunity: The Medic is immune to all status ailments and diseases. (Must be Trainer Rank C)

All Cure: Using your own life force, you are able to cure a person or pokemon of all status ailments. (Must be Trainer Rank C)

Mystic Hand: Using your own life force, you are able to cure mental ailments to people and pokemon. (Must be Trainer Rank B)

God Hand: If a person or pokemon dies, you may make a saving roll on a d100 or random number generator. If you roll an 50 or higher, the person or pokemon will stabilize. (Must be Trainer Rank A)

Demon Hand: The Medic is able to drain health from an opponent and restore their own or an allies. (Must be Trainer Rank A)

Healing Wave: Using you very being, you can create a barrier over the field that drains the enemies energy and replenishes all allies caught in the wave. In addition, all allies become immune to status ailments while within the field. (Must be Trainer Rank S)




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PostSubject: Re: Trainer Classes   Sun Nov 18, 2012 1:11 pm

Engineer



An Engineer expands their technological ability to machinery larger then a Poke Ball. They create their own equipment to better help them through the world. They can modify the Pokedex, improve PC abilities and even create vehicles. It is through the Engineer that technological advances are made. The inventors of the Pokemon world need to find ideas somewhere, while traveling the world many new machines can easily come to mind.

Type(s): Steel

Requirements: Receive automail parts, complete 3 side quest, Reach Trainer Rank D.

Abilities

Automail: You now have a mechanical arm covering known as automail. The steel coating is very powerful and can be used to defend as well as deal extra damage.

Dex Radar: You upgrade the pokedex to act as a radar, allowing you to see what kinds of pokemon are near your position as well as people. However, does not work on targets who are standing still.

Hacker: You can access any information on any computer and make the computer do whatever you want, as long as the computer is capable of the thing you want it to do.

Pokeball Launcher: Your automail can launch pokeballs, letting you capture pokemon for longer distances. Gives a +10 to your capture roll.

Rock Smash: You are able to use the pokemon technique, Rock Smash.

Metoer Mash: You are able to use the pokemon technique, Meteor Mash. (Must be Trainer Rank C)

Scanner: You are able to scan a pokemon to see how much health it has left and its current capture rate. (Must be Trainer Rank C)

Raft Arm: Your automail can transform into a small platform and propeller, allowing you to surf over water. (Must be Trainer Rank B)

Vehicle Builder: If you have equipment and parts, you will be able to build a vehicle over a set period of time. Depending on the vehicle, you will roll a d20 for how many posts it may take, to how many topics. (Must be Trainer Rank A)


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PostSubject: Re: Trainer Classes   Sun Nov 18, 2012 1:25 pm

Aura User



A trainer who becomes one with the world surrounding them can use Aura. A Martial Artist who can read the psychological auras of strangers can know the intentions of a person without any conversation. They can emit bursts of energy, and create force fields around their body. An Aura User also has the ability to hear the thoughts of other who want their thoughts to be heard by the Aura User. The Aura User is a rarity in the pokemon world, a blessing in any traveling party.

Type(s): Fighting/Psychic

Requirements: Complete "The World Aura" sidequest, or capture and evolve a Riolu or Zorua. Reach Trainer Rank C.

Abilities

Aura Reader: You can read the Aura of your target. Everything has an Aura, but not many can access their Aura. Auras can be any color. The shade of the color varies from very tinted to very darkened. If the color of the Aura is tinted, the target has little negative intentions. If the color of the Aura is very blackened, the target has many malicious intentions. An Aura’s shade can be anywhere in between.

Aura Mind: You may project your thoughts into the minds of others to talk to them without talking out loud. Aura Mind doesn’t allow them to transmit their thoughts towards you.

Aura Receive: Allows your target to speak back to you through their mind.

Light Screen: Using the pokemon technique Light Screen, create a wall of light around yourself that blocks special attacks, but not physical.

Barrier: Using the pokemon technique Barrier, create a barrier of aura around yourself that blocks physical attacks, but not special.

Dark Pulse: Using the pokemon technique Dark Pulse, create a wave of darkness over a limited area to damage foes. (Must have a Dark type pokemon.)

Drain Punch: Using the pokemon technique Drain Punch, attack the foe physically and drain a small amount of health from them.

Dragon Pulse: Using the pokemon technique Dragon Pulse, create a wave of draconic energy over a limited area to damage foes. (Must have a Dragon type pokemon. Must be Trainer Rank B)

Aura Sphere: Using the pokemon technique Aura Sphere, unleash your energy from your center at the foe. Can track the foe through their aura if they have many negative emotions.

Focus Blast: Using the pokemon technique Focus Blast, unleash your energy from your center at the foe. Can track the foe through their aura and does greater damage than Aura Sphere. (Must be Trainer Rank A)

Thunder Punch: Using the pokemon technique Thunder Punch, attack the foe physically with a sparking fist. Able to cause paralysis.

Vacuum Wave: Using the pokemon technique Vacuum Wave, unleash a powerful wave of aura that sucks in the foe and deals damage.



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PostSubject: Re: Trainer Classes   Sun Nov 18, 2012 1:40 pm

Black Belt



Some trainers physically exceed some pokemon in hand-to-hand combat. Their mastery of the Martial Artist is unparalleled by the untrained, random attempts of assault performed by any other trainer. They can take out other trainers with little effort, and their pokemon benefit from their exploits as well. The Martial Artist has a natural affinity for the Fighting, Steel, Rock and Ground types of pokemon and can better train them to use their attack to their full potential. At the top of every martial art is the Black Belt, the finest fighters of their respective martial art. The Martial Artist who reaches this pinnacle of talent can easily combat any other trainer, and possibly powerful pokemon.

Type(s): Fighting

Requirements: Physically train with Bruno in Sunrise Town for a collective 20 post. Reach Trainer Rank D.

Abilities

Tough Skin: Your defenses are enhanced by 2 stages.

Mental Caliber: Your special defenses are enhanced by 2 stages.

Unbending Will: Psychics can not invade your mind. When in the wild, you are able to travel non stop for two days without needing food, water, or rest.

Mega Punch: Perform the pokemon technique Mega Punch.

Mach Punch: Perform the pokemon technique Mach Punch.

Brick Break: Perform the pokemon technique Brick break.

Rock Smash: Perform the pokemon technique Rock Smash.

Strength: Perform the pokemon technique Strength.

Hi-Jump Kick: Perform the pokemon move Hi-Jump Kick. DC 13 to prevent from crashing.

Swords Dance: Your attack is boosted 2 stages.

Unlock Potential: Through rigorous physical training, you can raise your pokemon's attack stat by 2 permanantly. Each training must be done in seclusion and take at least two days to complete. This can only be done 10 times for 1 pokemon.

Transfer Will: Your will manifests as aura and you can transfer all stages raised on your person to a pokemon of your choosing for one battle. (Must be Trainer Rank C)

Strongest there is!: You do not need to make a strength check where it is usually required. (Must be Trainer Rank C)

Double Edge: Perform the pokemon move Double Edge. (Must be Trainer Rank B)

Giga Impact: Perform the pokemon move Giga Impact. (Must be Trainer Rank A)



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PostSubject: Re: Trainer Classes   Sun Nov 18, 2012 2:05 pm

Ninja



These Martial Artists do not rely on the straightforward, brute-force combat of other paths. Instead, the Ninja refine themselves with training in potent poisons that can bring the strong to their knees, the speed to evade the most dangerous of assaults, the use of dangerous traps, and the art of stealth. Combined, these turn them into deadly, feared warriors.

Type(s): Poison/Dark

Requirements: Complete the "Within Shadows" sidequest, or seek special training from Shinta in Dusk City. Reach Trainer Rank C.

Abilities

Way of the Ninja: The ninja is able to perform amazing acrobatic feats, including running up walls. As well, the ninja may hide within shadows no matter how big or small.

Shadow Shuriken: The ninja is able to make shuriken and kunai out of shadows.

Aerial Assault: The ninja is able to stay airborne for two posts to perform aerial maneuvers and attacks.

Substitution Jutsu: The ninja will replace themselves with an object, person, or pokemon within a 10 meter radius of themselves.

Antidote Carrier: The ninja is immune to all poisons and paralysis.

Spikes: The ninja will utilize the pokemon technique spikes and send out sharp needles all over the ground.

Poison Powder: Unleash a haze of poisonous powder. Opponent must role a DC 14 to prevent from being poisoned, however, will still disorient them.

Poison Jab: You strike the foe with a poison covered fist to induce poison. Opponent must role a DC 10 to prevent from being poisoned.

Rapid Spin: The ninja rotates their body at extreme speeds to get out of traps and performs the pokemon technique rapid spin.

Fireball jutsu: Perform the pokemon technique fire blast. (Must be Trainer Rank B)

Shadow Clone Jutsu: The ninja utilizes the pokemon technique Double Team to create three other copies of themselves. The foe must roll 1d20 everytime they attack one, starting at a DC 15, then DC 13, and finally DC 10 until the original is found. Opponent is only allowed to make the roll once per post. (Must be Trainer Rank B)

Vanish: You can vanish into thin air, no matter where you are. Cannot attack while invisible unless Trainer Rank A. (Must be Trainer Rank B)





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PostSubject: Re: Trainer Classes   Sun Nov 18, 2012 2:32 pm

Air Adept



Aerokinesis and electrokinesis are at the disposal of the Air Adepts. Psychics who master these forms of telekinesis can generate gusts of wind and bolts of electricity. Foes to this offensive type of Psychic can find themselves surrounded by field of electricity, paralyzing them, or stuck in the air, unable to get down. Some don’t realize the power of the air that surrounds them, but the absence of air is even worse. Ever tried living in a vacuum?

Type(s): Flying/Electric

Requirements: Complete the "Farther than the Sky" sidequest, or teach fly to three different pokemon. Reach trainer Rank C.

Abilities

Aerokinesis: You can target air around you to produce short, but powerful, bursts of air. You can move air rapidly and produce a steady flow of wind.

Electrokinesis: You can generate electricity in the air with Telekinesis to produce short, but powerful, bursts of electricity. You are also able to redirect existing electricity around you with a DC 15.

Aerodynamics: Wind resistance means nothing to you and you can move normally through any type of terrain or weather.

Magnetism: You have magnetism at your disposal within a 5 meter radius of yourself.

Thunder Wave: Using the pokemon Technique Thunder Wave, the Air Adept is able to unleash pulses of electricity to paralyze any foe within their range.

Air Slash: Using the pokemon technique Air Slash, the Air Adept can send slashes of air at the foe.

Charge: The Air Adept is able to power any machine through electricity, over circuit machines, and absorb electricity from machines. When using the move charge, their next electric attack will do greater damage.

Discharge: Using the pokemon technique Discharge, the Air Adept unleashes a pulse of electricity out from their body over a set radius.

Thunderbolt: Using the pokemon technique Thunderbolt, the Air Adept lets loose powerful lightning from their body or hands, capable of paralyzing the foe on a roll of DC 15. (Must be Trainer Rank B)

Flight: The Air Adept is capable of flying for short distances. (Must be Trainer Rank B)

Clear Skies: The Air Adept can clear all forms of weather. (Must be Trainer Rank A)

Hurricane: Using the pokemon technique Hurricane, the Air Adept creates a powerful storm over the area that deals massive damage to people, pokemon, and the environment. (Must be Trainer Rank A)






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PostSubject: Re: Trainer Classes   Sun Nov 18, 2012 2:50 pm

Fire Breather



Psychics can hone their telekinesis to ignite oxygen in the air and turn it into fire. A Fire Breather is both pyrokinetic and photokinetic. Pyrokinesis is the ability to create and control fire mentally while photokinesis is the ability to create and control light. Using fire to burn your foes while creating illusions with photokinesis is more then a circus trick, it can be used to kill an unworthy foe.

Type(s): Fire/Psychic

Requirements: Complete the "Flames of Hope" sidequest, or receive training from Guru in Nova Town. Reach Trainer Rank C.

Abilities

Pyrokinesis: You can generate fire in the air with Telekinesis to produce short, but powerful, bursts of fire. You can also redirect and utilize existing fire around you with a roll of DC 15.

Photokinesis: You may target light with Telekinesis and produce more light or take it away. You may remove light from an area completely or spontaneously generate light while inside a cave or building.

Fire Spin: Use the pokemon technique Fire Spin to coat yourself in a vortex of fire or to trap the foe.

Heat Seeker: The Fire Breather is able to see on the infrared spectrum, allowing them to see in the dark by reading heat signatures.

Flash: Use the pokemon technique Flash.

Shadow Ball: Use the pokemon technique Shadow Ball.

Fire Punch: Use the pokemon technique Fire Punch.

Mirage: Using photokinesis, the Fire Breather is able to create illusions. The illusion last for 1d6 post unless otherwise dispelled. (Must be Trainer Rank B)

Lava Plume: Use the pokemon technique Lava Plume. (Must be Trainer Rank B)

Fireblast: Use the pokemon technique Fireblast. (Must be Trainer Rank B)

Sunny Day: Using the pokemon technique Sunny Day, cause the suns rays to intensify, powering up fire type moves. (Must be Trainer Rank B)

Blast Burn: Use the pokemon technique Blast Burn to create a powerful and devastating explosion over a large radius. (Must be Trainer Rank A)






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PostSubject: Re: Trainer Classes   Sun Nov 18, 2012 3:09 pm

Rain Waker



The Rain Waker is a Psychic who can grab water molecules in the air and focus them into a liquid mass.
Users of hydrokinesis and cryokinesis, Rain Wakers can push their foes with their bursts of water and stop them in their place, once they are soaked, with ice. The water is very reliable for hydration and also serves to keep wounds calmed until healed. Some think little of water, but when surrounded by a globe of water, it’s hard to laugh without drowning.

Type(s): Water/Psychic

Requirements: Complete the "Big Blue" sidequest, or defeat Don Petrelli in Crescent Town and teach three pokemon Rain Dance. Reach Trainer Rank C.

Abilities

Cryokinesis: You can mold ice into other forms of ice and freeze water by thought. As long as you are conscious, you and your allies within 10 meters do not take damage from Hail.

Hydrokinesis: You can mold water into other forms of water and produce small quantities of water from the air by thought.

Splash Damage: When a pokemon you own uses the move 'Splash' treat it as if the pokemon used surf.

Icestep: The Rain Waker is able to walk over water by freezing it beneath their feet. The Rain Waker can walk and run on ice as if it were a normal surface.

Hail: The Rain Waker is able to cause a hailstorm to start that last 1d6 post.

Ice Punch: Use the pokemon technique Ice Punch.

Rain Dance: Use the pokemon technique Rain Dance to cause a torrential downpour of water that boost the power of water type moves. (Must be Trainer Rank B)

Icicle Crash: Using the pokemon technique Icicle Crash, the Rain Waker causes dozens of icicles to attack and impale the foe. (Must be Trainer Rank B)

Surf: Use the pokemon move Surf. Can cross bodies of water outside of battle only at Trainer Rank A. (Must be Trainer Rank B)

Swimmer: The Rain Waker is able to swim underwater at great speeds and can breathe underwater for 1d10 post. (Must be Trainer Rank B)

Waterfall: Use the pokemon technique Waterfall. (Must be Trainer Rank B)

Whirlpool: Use the pokemon technique Whirlpool (Must be Trainer Rank B)

Blizzard: Use the pokemon move Blizzard. If Hail is in use, the move effects the entire area. (Must be Trainer Rank B)

Rainy Mood: If there is a large body of water nearby or it is raining, the Rain Waker and their pokemon can cause their water and ice attacks to come from anywhere water is present, even above the foe. (Must be Trainer Rank A)


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