Move Tutor
Requirements:
Skills: Handle Animal 8 ranks
Special: Train Pokemon, Increased Awareness
HD: d6
Skill Points: 8+Int
Class Skills: Appraise, Balance, Bluff, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Know (Any), Perform (Any), Ride, Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device, Use Rope
Level | BAB | Fort | Ref | Will | Special
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1 | +0 | +0 | +2 | +2 | Tutor Pokemon, Caster Level
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2 | +1 | +0 | +3 | +3 | Train Proficiencies
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3 | +1 | +1 | +3 | +3 | Train Skill Points
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4 | +2 | +1 | +4 | +4 | Train Feat, Megavolve
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5 | +2 | +1 | +4 | +4 | Train Class Levels
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6 | +3 | +2 | +5 | +5 | Train Skill Points
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7 | +3 | +2 | +5 | +5 | Train Elite
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8 | +4 | +2 | +6 | +6 | Train Bonus Feat
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9 | +4 | +3 | +6 | +6 | Train Skill Points
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10 | +5 | +3 | +7 | +7 | Unleash Innate Power
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Tutor Pokemon (Ex): the Move Tutor has the ability to teach Pokemon special moves - he can't use them himself, but he can spend an hour making a Handle Animal check (DC 10 + Hit Dice of Pokemon) to teach a Pokemon any special move he has unlocked with this class. Moves learned from this take up the space of Tricks for Pokemon with animal intelligence. Every move has a level, and he can't train Pokemon to use moves with a higher level than his class level. No Pokemon can have more than four Tutored moves at a time, but they can be replaced by newer ones, so the first four aren't locked in forever.
Caster Level: the Move Tutor's Caster Level continues to advance as normal.
Train Proficiencies (Ex): starting at second level, the Move Tutor can teach Pokemon to be proficient with any Weapons, Armour or Shields he is proficient with, though if they can't physically hold a weapon or shield, that may be an impediment. Likewise, armour will usually have to be specially made for them.
Train Skill Points (Ex): at levels three, six and nine, the Move Tutor's Pokemon each gain five bonus skill points.
Train Feat (Ex): at levels four and eight, the Move Tutor can spend an hour to grant one Pokemon a Bonus Feat. This can't be changed later, and for unknown reasons, each Pokemon can only have one such Bonus Feat (two at level eight), even though he could teach six Pokemon a different one each. Weird, right?
Megavolve (Sp): starting at level four, the Move Tutor can cast
Megavolve (as the Druid Spell) at will, but with only one effect active at a time.
Train Class Levels (Ex): starting at level five, Pokemon owned by the Move Tutor can advance with Class Levels, however they may not take class levels that would grant them Cohorts, Companions, the ability to capture Pokemon of their own or so on.
Train Elite (Ex): at level seven, the Move Tutor gains the ability to unlock the hidden potential of his Pokemon: they all gain the Elite Array for their Ability Scores (although this
does mean one score will be reduced by 2). This is kept even if he releases or trades them later on.
Unleash Innate Power (Ex): at level ten, the Move Tutor gains the ability to grant all of his Pokemon a +2 Innate Bonus to all Ability Scores. If his own Ability Scores get greater Innate Bonuses, he can in fact reflect this bigger bonus onto his Pokemon, so if he goes Efreeti farming for +5 across the board, he needn't waste the extra time to grant that to them - they just gain it. This is retained even if traded or released.
Move List:
Level One Moves:
Bug Bite (Ex): this must be taught to a Pokemon with a Bite attack, and changes it to a [Bug] effect. Not only does it deal damage one size larger than normal for a Bite of its size, but also has a doubled Critical Threat Range. It will also, when making a successful Bite attack, gobble up any edible items the target has.
Covet (Ex): when making a natural attack, the Pokemon can also attempt to steal a held item with a Swift Action, gaining a +4 Bonus to the Sleight of Hand check. This is a [Dark] effect. In a Contest, if this succeeds and the person who acted prior to it gained a point, it steals their point instead of earning its own. Additional points gained are just gained as normal.
Iron Defence (Su): the Pokemon may spend a Swift Action focusing, turning its skin as hard as iron. For the next three rounds, it gains an Armour Bonus to Armour Class of 4 + one third of its Hit Dice (round up), and Damage Reduction X/Adamantium, where X equals half its Hit Dice. During this time, however, it will sink in water, and if exposed to a Rust effect must pass a Fortitude Save or suffer 1d10 Acid damage per hit die. This is a [Steel] effect, and in Contests renders it immune to having points stolen from it for the rest of the Round.
Sleep Talk (Ex): the Pokemon is able to act normally while asleep - speak, walk, attack, cast spells, you name it. This is really handy. It can even use all of its senses in its sleep and make rational decisions, although it suffers a 20% Miss Chance on all attacks. This is a [Normal] Move. This gains a +2 Bonus in Cute Contests, and if someone else used a [Sleep] effect earlier in the Round, the Bonus is doubled.
Snore (Su): the Pokemon can unleash a powerful attack while sleeping - and only while sleeping. A Medium Cone is hit for 1d6 Sonic damage per 2 HD with a Fortitude Save for 1/2 (Constitution-based). Those that fail the save are knocked Prone and hurled back 1d6x5 feet. This is a [Normal] effect. It gains a +2 Bonus in Cute Contests, which is doubled if someone else used a [Sleep] effect earlier in the Round.
Level Two Moves:
Bounce (Ex): with a DC 25 Jump check, the Pokemon can leap into the air as though making a double move straight up, but only taking a single move action that does not provoke Attacks of Opportunity. On the following round, it falls and lands, taking no falling damage. It can choose where to land anywhere within a move action of its original location. If it lands on a foe, it can make a single Natural Weapon attack as a Free Action, and deals an additional 1d6 damage per hit die. This is a [Flying] effect. In Contests, the user gains no points on the round they use it, and instead gains double points on the following round. If the skill used on that second round is Jump, it adds a +4 Bonus.
Drill Run (Ex): with a Full Round Action, the Pokemon may make a special Charge attack: it can Burrow for the Charge (if it has a Burrow ability), and may attack multiple creatures in the straight line, making two attacks against each foe. It ignores all Damage Reduction and Hardness when doing this. This is a [Steel] effect.
Heal Bell (Su): with a Standard Action, the Pokemon can jingle a little bell to unleash a melodic, healing note. The user regains 1d6 HP per hit die and is cured of any condition that Heal could remove. All other creatures within 15' regain 1d6 HP per 2 hit dice and have any Poison or Disease cured, and all other creatures from 20-30' away regain 1d6+HD in HP. This is a [Sonic][Normal] effect. In a Contest, this is not affected by penalties or point-theft from anyone else.
Magnet Rise (Su): the Pokemon can Levitate at will, not bothered by such things as "the ground". If ever it falls, it treats it like a Featherfall ability. Attacks from underneath suffer a -4 penalty to hit when doing this. This is an [Electric] effect.
Signal Beam (Su): With a Standard Action, the Pokemon may unleash a special Ray with a Ranged Touch Attack out to Close Range. This deals 1d6 non-lethal damage per 2 hit dice and fries the target's synapses. They must pass a Will Save (Charisma-based) or be Confused for 1 minute. This is a [Bug] effect. In a Contest, after this is used, everyone else that Round must use a [Bug] move if they have one available.
Level Three Moves:
Drain Punch (Su): with a Standard Action, the Pokemon may make a Slam attack, and regains lost HP equal to the amount of damage it deals. Any excess healing is wasted, but doesn't reduce the damage. This is a [Fighting] effect. In Contests, if this is used after someone else and the user rolls higher than them, any points they gain are stolen from the previous person.
Fire Punch (Su): the Pokemon's Slam attacks deal +1d6 Fire damage each, and any target that takes Fire Damage from a Slam (after subtracting Resistance) must pass a Reflex Save (Strength-based) or catch fire. The damage presented is for a Medium creature - adjust it based on size. This is a [Fire] effect. In a Contest, it may instead be used as a [Fighting] effect - the Pokemon gets to choose.
Ice Punch (Su): the Pokemon's Slam attacks deal +1d6 Cold damage each, and any target that takes Cold Damage from a Slam (after subtracting Resistance) must pass a Fortitude Save (Strength-based) or be Slowed for 3 rounds. The damage presented is for a Medium creature - adjust it based on size. This is an [Ice] effect. In a Contest, it may instead be used as a [Fighting] effect - the Pokemon gets to choose.
Thunder Punch (Su): the Pokemon's Slam attacks deal +1d6 Electricity damage each, and any target that takes Electricity Damage from a Slam (after subtracting Resistance) must pass a Reflex Save (Strength-based) or be Entangled for 3 rounds. The damage presented is for a Medium creature - adjust it based on size. This is an [Electric] effect. In a Contest, it may instead be used as a [Fighting] effect - the Pokemon gets to choose.
Level Four Moves:
Flamethrower (Su): the Pokemon can unleash a 40' line or 20' cone of Fire, and deals 1d6 fire damage per HD to all in the area; this fire is hot enough to deal full damage to objects. Creatures in the area may halve the damage on a successful reflex save (Charisma-based). Those who fail the save must then make a Fort Save (same DC) or suffer a Burn. It may not be used for another 1d4+1 rounds afterwards. This is a [Fire] effect.
Frustration (Ex): the Pokemon can unleash a special Slam attack with a Standard Action, as a [Normal] attack. It deals 1d8 damage for a Medium creature, plus one and a half times its Strength Bonus, plus its Charisma Bonus, and if it has any Morale Penalty to attack rolls, it turns that into a *bonus*, and deals a number of extra d6 of damage equal to the Bonus. Likewise it inverts any Morale Penalty to damage. In a Contest, its Trainer can make an Intimidate check and it makes its skill check, and you use whichever one is higher.
Return (Ex): the Pokemon can unleash a special Slam attack with a Standard Action, as a [Normal] attack. It deals 1d8 damage for a Medium creature, plus one and a half times its Strength Bonus, plus its Charisma Bonus, and if it has any Morale Bonus to attack rolls, it deals a number of extra d6 of damage equal to the Bonus. In a Contest, its Trainer can make a Handle Animal check and it makes its skill check, and you use whichever one is higher.
Thunderbolt (Su): every 1d3 rounds, the Pokemon may unleash a thunderbolt against a target within Close range. The thunderbolt has a 5' radius spread and deals 1d6 damage per HD, with a Reflex Save for half damage (Charisma-based). Anyone damaged by it is Entangled for one round. Thunderbolt comes directly from the sky, and cannot be used indoors or underground. This is an [Electric] effect.
Level Five Moves:
Fire Pledge (Su): Once per 3 rounds, the Pokemon may unleash its pledge to the power of fire, creating a pillar of flames with a Standard Action. A 5' radius, 30' tall Column is conjured, dealing 1d6 damage per 2 Hit Dice to all creatures in the area with a Fortitude Save (Charisma-based) for half. This is a [Fire] effect.
If Water Pledge is targeted at the same area within one round, a cloud of steam and brilliant rainbows bursts out. All enemies within 30 feet of the pillar of flame are irritated and affected, suffering a -4 Morale penalty on all Saving Throws for one minute. If Fire Pledge is used after Grass Pledge in the same Round of a Contest, any points scored by the user of Grass Pledge are stolen by the user of Fire Pledge. This can only be taught to Fire Type Pokemon.
Grass Pledge (Su): Once per 3 rounds, the user may unleash its pledge to the power of grass, creating a whirlwind of leaves with a Standard Action. A 5' radius, 30' tall Column is conjured, dealing 1d6 damage per Hit Die to all creatures in the area with a Fortitude Save (Charisma-based) for half. This is a [Grass] effect.
If Fire Pledge is targeted at the same area within one round, it bursts into flames, spreading sparks, cinders and burning coals about in a 30' radius Spread. Not only will Fire Pledge deal damage as well, but all outside the Column but within the Spread suffer 1d6+HD Fire damage, and for the next 3 rounds, moving through the area deals the same damage. If Grass Pledge is used after Water Pledge in the same Round of a Contest, any points scored by the user of Water Pledge are stolen by the user of Grass Pledge. This can only be taught to Grass Type Pokemon.
Water Pledge (Su): Once per 3 rounds, the user may unleash its pledge to the power of water, creating a geyser of water. A 5' radius, 30' tall Column is conjured, dealing 1d6 damage per Hit Die to all creatures in the area with a Fortitude Save (Charisma-based) for half. This is a [Water] effect.
If Grass Pledge is targeted at the same area within one round, mud and seaweed burst outward in a 30' radius, Entangling all in the area for 3 rounds. If Water Pledge is used after Fire Pledge in the same Round of a Contest, any points scored by the user of Fire Pledge are stolen by the user of Water Pledge. This can only be taught to Water Type Pokemon.
Level Six Moves:
Dual Chop (Ex): with a Standard Action, the Pokemon makes two Slam attacks (1d8 for a Medium creature). They both have a tripled Threat Range and Critical Multiplier (18-20/x4 typically), and if both hit the same foe, the opponent takes 1d10 Dexterity damage. This is a [Dragon] effect. In a Contest, the user rolls twice and picks the higher result for their Skill Check.
Electroweb (Su): with a Standard Action, the Pokemon can throw a web of electric energy out to Close Range. It covers a 20' radius area, and deals 1d4 Electricity damage per two Hit Dice. Creatures in the area must also make a Fortitude Save (Constitution-based) or take 1d4 Dexterity damage.This is an [Electric] effect. In a Contest, anyone acting after the user suffers a -3 penalty.
Hyper Voice (Ex): with a Full Round Action, the Pokemon screeches, sings, shouts or squawks so loud that people collapse. All creatures within Close Range suffer 1d6 Sonic damage per Hit Dice with a Fortitude Save for half (Constitution-based), and all unattended objects in the area are subject to a Shatter effect. Foes who fail their saving throw are Deafened for 1 minute, and fall Prone. This is a [Normal] effect. In Contests, if used with Perform: Sing or Perform: Oratory, it gains one point more than it normally would. It also gives all Perform: Sing and Perform: Oratory checks a -3 penalty for the rest of the Round.
Seed Bomb (Su): with a Standard Action, the Pokemon hurls a ball of seeds out to Close Range. It then explodes in a 15' radius Burst, dealing 1d6 Bludgeoning damage per hit die with a Reflex Save for half (Constitution-based). All in the area are then Entangled for 3 rounds. This is a [Grass] effect.
Super Fang (Ex): this must be taught to a Pokemon with a Bite Attack. The target must pass a Fortitude Save (Strength-based) or have their HP cut in half. If they pass the save, they just take Bite damage. This is a [Normal] effect. In a Contest, if this succeeds, it doesn't gain any points - instead, whoever acted prior to the user loses all points gained that Round.
Level Seven Moves:
Earth Power (Su): Once per minute, the Pokemon may cast Scalding Mud. Additionally, the area detonates, unleashing a Haze of Smoldering Stone from the centre point of the area. It may also cast Rock to Lava once per day. These are both [Ground] effects and can utilise Craft (Pottery/Sculpting) in any Contest regardless of type.
Foul Play (Ex): once per opponent per day, the Pokemon may use an Immediate Action to make an opposed 1d20+HD+Int check against a foe who is using an attack. If it beats the opponent, they fall for its trick and unleash the attack, spell or effect against themselves, resolving it as normal as though they were the original target. This is a [Dark] effect, although the redirected attack has whatever descriptors it normally has. In a Smart Contest, if this is used, whoever goes next must beat its roll, otherwise they fall flat on their face and lose one point.
Gunk Shot (Su): once per 1d4 rounds, the Pokemon may cast Orb of Acid. Failing the save results in being Nauseated and taking 1d6 Constitution damage rather than just being Sickened. This is a [Poison] effect. In a Beauty Contest, whoever acts next has a -4 Penalty unless they use a [Water] effect.
Ice Beam (Su): once per 5 rounds, the Pokemon may cast Polar Ray. Anyone who takes damage must pass a Fortitude Save or be frozen solid for 1 minute. This is an [Ice] effect.
Level Eight Moves:
Gravity (Su): at will, the Pokemon may use a Standard Action to increase gravity in a 100' radius Emanation from itself. No flight or levitation is possible, and all creatures are treated as being Encumbered one level worse than they actually are. This lasts for four rounds and is a [Psychic] effect. In a Contest, all [Flying] effects suffer a -3 penalty for the rest of the Round.
Heat Wave (Su): the Pokemon may cast Mass Searing Exposure once per minute, however all of the damage is real Fire damage, and instead of a sunburn, targets that fail their saves suffer a Burn. This is a [Fire] effect. In Contests, everyone acting after the user suffers a -3 penalty.
Stealth Rock (Su): Once per hour, the Pokemon may cast Spike Stones, except the effect is completely Invisible. This is a [Rock] effect. In a Contest, whoever acts next (if the user acted last in the Round, whoever acts first in the next Round, even if it's the user) immediately loses one point.
Superpower (Ex): Once per minute, the Pokemon may unleash a burst of full power with a Full Round Action. It gains a +8 Enhancement Bonus to Strength and makes a Full Attack, with every hit dealing maximum damage. At the end of the attack, it loses the Enhancement Bonus and becomes Fatigued for three rounds. This is a [Fighting] effect. In a Contest, the user gains an extra point beyond what they normally would, but suffers a -4 Penalty on the following Round.
Level Nine Moves:
Blast Burn (Su): With a Full Round Action, the Pokemon unleashes a massive wave of flame, hitting everything within Medium Range. All in the area suffer 10 Fire damage per Hit Die with a Reflex Save for half (Charisma-based). This can only be used if the Pokemon is neither Fatigued nor Exhausted, and using it Fatigues the user. This is a [Fire] effect. This can only be taught to Fire Type Pokemon that have reached the end of their evolutionary tree.
Frenzy Plant (Ex): As long as it is not Fatigued or Exhausted, the Pokemon may unleash a number of Vine Whips (1d6 for a Medium creature, reaches like a Whip) equal to its Hit Dice, all at the same foe. Add the damage together before applying Damage Reduction and so on. It then becomes Fatigued. This is a [Grass] effect. This can only be taught to Grass Type Pokemon that have reached the end of their evolutionary tree.
Hydro Cannon (Su): With a Standard Action, as long as it isn't Fatigued or Exhausted, the pokemon unleashes a powerful surge of water out to anywhere in Long Range. It explodes in a 50' radius Blast, dealing 10 damage per hit die with a Fortitude Save for half (Constitution-based). This attack deals full damage to objects, typically creating a massive crater in the terrain. This is a [Water] effect. This can only be taught to Water Type Pokemon that have reached the end of their evolutionary tree.
Level Ten Moves:
Draco Meteor (Su): Once per hour, the Pokemon can use a Full Round Action to call down a massive meteor anywhere within Long Range. A 50' radius area is hit, with all in the area suffering 200 damage with a Ref Save for half (Charisma-based). Those who fail the save are knocked Prone and Pinned under a very real meteor. Using this bestows a -4 Penalty to the user's Charisma until they next rest. This is a [Dragon] effect. In a contest, after all points are awarded, the Contest ends due to obliteration of the stadium. This can only be taught to Dragon Type Pokemon that have reached the end of their evolutionary tree.
Outrage (Su): When the Pokemon enters an Outrage, which takes a Full Round Action, everything within 50 feet takes 1d6 fire damage per level. This leaves a smoking crater in the ground. The following round, it automatically uses the ability again, this time hitting for 1d8 damage per level out to 75 feet. Finally, on the third round it deals 2d6 damage per level out to 100 feet, then becomes Exhausted for one minute. This cannot be used while Fatigued or Exhausted. This is a [Dragon] effect.
Substitute (Su): the Pokemon can cast Mirror Image at will, and Simulacrum once per day. These are [Normal] effects. In a Contest, using either ability allows it to give itself an Aid Other attempt, both for that skill check and any additional rolls until the next Round.