Milo v3
2012-04-10, 06:17 AM
This is the Umbral Stalker advanced class, new attacks mentioned in the class, new status condition mentioned in the attacks, and a new capability mentioned in the attacks as well.
The Umbral Stalker can manipulate blood and darkness to its whims.
Umbral Stalker
Umbral Stalker - Advanced Feature
Prerequisites: Psychic, 2 Dark, Ghost and/or Steel type Pokemon
Cross-class Prerequisites:
• Type Ace (Dark or Steel), 16 Con, 14 INT
Ability Bonus: +1 CON
Base Features
Haemokinesis
At-Will
Effect: When targeting your blood with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You can mold blood into other states. You can't target the blood within a creature with this Feature.
Umbrakinesis
At-Will
Effect: You may target darkness with Telekinesis and produce more shadow or take it away. You may remove darkness from an area completely or spontaneously generate shadows. Umbrakinesis has a maximum range of X, where X is your CON modifier multiplied by your INT modifier multiplied by 3 meters. If either modifier is negative or zero, use 1 as that modifier instead.
Mechanic: Kinesis Features function without applying your base Telekinesis; they replace Telekinesis when targeting certain elements. In the event that a modifier would be 0 or less when using a Kinesis Feature, your modifier is 1.
Psychics can hone their telekinesis to crystallize blood or dry it. An Umbral Stalker is both Haemokinetic and Photokinetic. Haemokinesis is the ability to control blood mentally while Umbrakinesis is the ability to create and control darkness. Using blood to slice your foes while creating shadows with Umbrakinesis is used as a stealthy way to incapacitate your foes.
Class Features
Blood Rise
Prerequisites: Umbral Stalker, 2 Ghost Type Pokemon
At-Will – Drains 20 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the attack Blood Rise.
Dark Hour
Prerequisites: Umbral Stalker, 4 Umbral Stalker features
At-Will – Drains 20 of user’s HP per use.
Target: User.
Effect: Use the Move Dark Hour.
Dark Pulse
Prerequisites: Umbral Stalker, 2 Dark Type Pokemon
At-Will – Drains 10 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: Use the Move Dark Pulse. Use your CON stat as your SP. ATK stat.
Iron in the Blood
Prerequisites: Umbral Stalker, a Pokemon who knows the Move Iron Defense.
At-Will – Drains 15 of user’s HP per use.
Effect: For 1 minute (6 rounds) reduce the damage dealt to the Umbral Stalker by your Constitution Modifier.
Night Daze
Prerequisites: Umbral Stalker, Shadow Ball, level 10
At-Will – Drains 20 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: Use the Move Night Daze.
Sanguine Blades
Prerequisites: Umbral Stalker
At-Will – Drains 10 of user’s HP per use.
Effect: Use the Move Metal Claw. Use your CON stat as your ATK stat.
Sanguine Chains
Prerequisites: Umbral Stalker
At-Will – Drains 7 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: Use the Move Sanguine Chains. Use your CON stat as your SP. ATK stat.
Sanguine Evisceration
Prerequisites: Umbral Stalker, Sanguine Blades, Level 10
At-Will – Drains 25 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: Use the Move Sanguine Evisceration. Use your CON stat as your SP. ATK stat.
Shadow Ball
Prerequisites: Umbral Stalker, 2 Ghost or Dark Type Pokemon
At-Will – Drains 10 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: Use the Move Shadow Ball. Use your CON stat as your SP. ATK stat.
Shadow Walker
Prerequisites: Umbral Stalker, a Pokemon with Invisibility Capability
Static
Effect: You gain the Invisibility capability. Activating the capability costs 15 HP per use. You may not use any Features that do damage or allow you to use Pokemon Moves while Invisible.
Vampiric Sense
Prerequisites: Umbral Stalker
Static
Effect: You can see blood of living creatures within 50ft (This can be suppressed at will). In addition you can see in the darkness as well as the light.
Umbral Guise
Prerequisites: Umbral Stalker, Umbrakinesis
At-Will - Drains 20 of user’s HP per use
Effect: You create a visual illusion. You must remain within 10 meters of the Umbral Guise and concentrate to maintain and control the illusion. No one dimension of the illusion may exceed X meters, and the illusion persists for Y minutes. At the end of this time, you may continue to maintain the illusion by paying Umbral Guise’s activation cost again. X is your CON modifier halved. Y is your CON modifier. You may only have one Umbral Guise active at any given time.
New Moves
Blood Needles - Ghost
2d6 - At-Will - 2
Special Attack - Ranged (8)
Effect: 1 Target
Blood Needles causing Bleeding Wound on the target on 18-20 during Accuracy Check.
Tough - 3d4 - No effect
*Grants: Bloodflow
Blood Rise - Ghost
Battle - None
No Damage - Self
Blood Rise grants the user the Levitate Ability until the end of the Encounter. This does not replace the user’s normal Ability. If the user already has Levitate, they now have two instances of Levitate.
Cool - 2d4 - Round Starter
*Grants: Bloodflow
Dark Hour - Dark
Battle - None
Field - No damage
Effect: Target Area, Weather
For 2 minutes (12 rounds), the area is considered Dusk. While Dusk, Dark and Ghost-Type attacks deal 1.5x damage. Psychic-Type attacks deal ½ the damage they normally would.
Cool- 2d4 - Hold that thought
Sanguine Evisceration - Ghost
5d10+20 - Battle - 6
Special Attack - Ranged (10)
Effect: 1 Target, Blast
Sanguine Evisceration creates a 2-meter Blast. Sanguine Evisceration causes Bleeding Wound on all Legal Targets on 19-20 during Accuracy Check.
Tough - 2d4 - Round Starter
*Grants: Bloodflow
Sanguine Chains - Steel
1d12+6 - EOT - 4
Special Attack - Ranged (10)
Effect: 1 Target, Trap
Sanguine Chains Traps the target for 1d4+1 turns. At the beginning of the target’s turn, if the target is Trapped, roll 1d12 and the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Sanguine Chains may not trap more then one target at a time.
Cool - None - Torrential Appeal
*Grants: Bloodflow
Singularity - Dark
7d10+28 - Centre - 4
Special Attack - Ranged (15)
Effect: Target Area, Blast, Exhaust
Singularity creates a 3-meter Blast. On Miss, Singularity deals the user’s Special Attack instead to all possible targets.
Smart - 2d4 - Seen Nothing Yet
*Grants: Telekinetic
New Status Condition
Bleeding Wound
The Pokemon’s Speed Stat is treated as if it has been lowered 2 Combat Stages. Once per turn, you may try to roll for self-curing the Bleeding Wound in place of a Pokemon’s Move. On d20, the check is a 17. Ghost-Type Pokemon only need to roll a 13 when attempting to self-cure Bleeding Wound. At the end of every round, the Bleeding pokemon loses 1/10th of its Max HP.
New Capabilities
Bloodflow - Ghost
A Pokemon with the Bloodflow capability has some control over their blood. They can restore lost blood quickly, and can force their blood flow to slow down or speed up as a result of this. A Pokemon with the Bloodflow capability can slow their blood to a near-stopped state, giving them the appearance of being dead. It costs the Pokemon 10 HP to enter this fake death state, and 1 HP each round thereafter to maintain it, due to the strain on the body that occurs when the flow of blood is stopped.
A Pokemon can also expel blood forcefully from open wounds, though may take damage at the GM's discretion when using particularly powerful applications of this ability. Note, minor uses don't cause any health lose.
Lastly, a Pokemon with Bloodflow can, given time to focus, force blood to stop flowing out of a wound. A Pokemon with the Bloodflow capability needs only a roll of 9 on a d20 to cure the Bleeding Wound status outside of combat. If a Pokemon learns the Move Blood Needles, Sanguine Evisceration, or Sanguine Chains and does not have the Bloodflow Capability, they gain Bloodflow.
The Umbral Stalker can manipulate blood and darkness to its whims.
Umbral Stalker
Umbral Stalker - Advanced Feature
Prerequisites: Psychic, 2 Dark, Ghost and/or Steel type Pokemon
Cross-class Prerequisites:
• Type Ace (Dark or Steel), 16 Con, 14 INT
Ability Bonus: +1 CON
Base Features
Haemokinesis
At-Will
Effect: When targeting your blood with Telekinesis, multiply your INT and CON modifier’s sum by 10 pounds instead of 5 pounds. You can mold blood into other states. You can't target the blood within a creature with this Feature.
Umbrakinesis
At-Will
Effect: You may target darkness with Telekinesis and produce more shadow or take it away. You may remove darkness from an area completely or spontaneously generate shadows. Umbrakinesis has a maximum range of X, where X is your CON modifier multiplied by your INT modifier multiplied by 3 meters. If either modifier is negative or zero, use 1 as that modifier instead.
Mechanic: Kinesis Features function without applying your base Telekinesis; they replace Telekinesis when targeting certain elements. In the event that a modifier would be 0 or less when using a Kinesis Feature, your modifier is 1.
Psychics can hone their telekinesis to crystallize blood or dry it. An Umbral Stalker is both Haemokinetic and Photokinetic. Haemokinesis is the ability to control blood mentally while Umbrakinesis is the ability to create and control darkness. Using blood to slice your foes while creating shadows with Umbrakinesis is used as a stealthy way to incapacitate your foes.
Class Features
Blood Rise
Prerequisites: Umbral Stalker, 2 Ghost Type Pokemon
At-Will – Drains 20 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the attack Blood Rise.
Dark Hour
Prerequisites: Umbral Stalker, 4 Umbral Stalker features
At-Will – Drains 20 of user’s HP per use.
Target: User.
Effect: Use the Move Dark Hour.
Dark Pulse
Prerequisites: Umbral Stalker, 2 Dark Type Pokemon
At-Will – Drains 10 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: Use the Move Dark Pulse. Use your CON stat as your SP. ATK stat.
Iron in the Blood
Prerequisites: Umbral Stalker, a Pokemon who knows the Move Iron Defense.
At-Will – Drains 15 of user’s HP per use.
Effect: For 1 minute (6 rounds) reduce the damage dealt to the Umbral Stalker by your Constitution Modifier.
Night Daze
Prerequisites: Umbral Stalker, Shadow Ball, level 10
At-Will – Drains 20 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: Use the Move Night Daze.
Sanguine Blades
Prerequisites: Umbral Stalker
At-Will – Drains 10 of user’s HP per use.
Effect: Use the Move Metal Claw. Use your CON stat as your ATK stat.
Sanguine Chains
Prerequisites: Umbral Stalker
At-Will – Drains 7 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: Use the Move Sanguine Chains. Use your CON stat as your SP. ATK stat.
Sanguine Evisceration
Prerequisites: Umbral Stalker, Sanguine Blades, Level 10
At-Will – Drains 25 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: Use the Move Sanguine Evisceration. Use your CON stat as your SP. ATK stat.
Shadow Ball
Prerequisites: Umbral Stalker, 2 Ghost or Dark Type Pokemon
At-Will – Drains 10 of user’s HP per use.
Target: Trainer or Pokemon.
Effect: Use the Move Shadow Ball. Use your CON stat as your SP. ATK stat.
Shadow Walker
Prerequisites: Umbral Stalker, a Pokemon with Invisibility Capability
Static
Effect: You gain the Invisibility capability. Activating the capability costs 15 HP per use. You may not use any Features that do damage or allow you to use Pokemon Moves while Invisible.
Vampiric Sense
Prerequisites: Umbral Stalker
Static
Effect: You can see blood of living creatures within 50ft (This can be suppressed at will). In addition you can see in the darkness as well as the light.
Umbral Guise
Prerequisites: Umbral Stalker, Umbrakinesis
At-Will - Drains 20 of user’s HP per use
Effect: You create a visual illusion. You must remain within 10 meters of the Umbral Guise and concentrate to maintain and control the illusion. No one dimension of the illusion may exceed X meters, and the illusion persists for Y minutes. At the end of this time, you may continue to maintain the illusion by paying Umbral Guise’s activation cost again. X is your CON modifier halved. Y is your CON modifier. You may only have one Umbral Guise active at any given time.
New Moves
Blood Needles - Ghost
2d6 - At-Will - 2
Special Attack - Ranged (8)
Effect: 1 Target
Blood Needles causing Bleeding Wound on the target on 18-20 during Accuracy Check.
Tough - 3d4 - No effect
*Grants: Bloodflow
Blood Rise - Ghost
Battle - None
No Damage - Self
Blood Rise grants the user the Levitate Ability until the end of the Encounter. This does not replace the user’s normal Ability. If the user already has Levitate, they now have two instances of Levitate.
Cool - 2d4 - Round Starter
*Grants: Bloodflow
Dark Hour - Dark
Battle - None
Field - No damage
Effect: Target Area, Weather
For 2 minutes (12 rounds), the area is considered Dusk. While Dusk, Dark and Ghost-Type attacks deal 1.5x damage. Psychic-Type attacks deal ½ the damage they normally would.
Cool- 2d4 - Hold that thought
Sanguine Evisceration - Ghost
5d10+20 - Battle - 6
Special Attack - Ranged (10)
Effect: 1 Target, Blast
Sanguine Evisceration creates a 2-meter Blast. Sanguine Evisceration causes Bleeding Wound on all Legal Targets on 19-20 during Accuracy Check.
Tough - 2d4 - Round Starter
*Grants: Bloodflow
Sanguine Chains - Steel
1d12+6 - EOT - 4
Special Attack - Ranged (10)
Effect: 1 Target, Trap
Sanguine Chains Traps the target for 1d4+1 turns. At the beginning of the target’s turn, if the target is Trapped, roll 1d12 and the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Sanguine Chains may not trap more then one target at a time.
Cool - None - Torrential Appeal
*Grants: Bloodflow
Singularity - Dark
7d10+28 - Centre - 4
Special Attack - Ranged (15)
Effect: Target Area, Blast, Exhaust
Singularity creates a 3-meter Blast. On Miss, Singularity deals the user’s Special Attack instead to all possible targets.
Smart - 2d4 - Seen Nothing Yet
*Grants: Telekinetic
New Status Condition
Bleeding Wound
The Pokemon’s Speed Stat is treated as if it has been lowered 2 Combat Stages. Once per turn, you may try to roll for self-curing the Bleeding Wound in place of a Pokemon’s Move. On d20, the check is a 17. Ghost-Type Pokemon only need to roll a 13 when attempting to self-cure Bleeding Wound. At the end of every round, the Bleeding pokemon loses 1/10th of its Max HP.
New Capabilities
Bloodflow - Ghost
A Pokemon with the Bloodflow capability has some control over their blood. They can restore lost blood quickly, and can force their blood flow to slow down or speed up as a result of this. A Pokemon with the Bloodflow capability can slow their blood to a near-stopped state, giving them the appearance of being dead. It costs the Pokemon 10 HP to enter this fake death state, and 1 HP each round thereafter to maintain it, due to the strain on the body that occurs when the flow of blood is stopped.
A Pokemon can also expel blood forcefully from open wounds, though may take damage at the GM's discretion when using particularly powerful applications of this ability. Note, minor uses don't cause any health lose.
Lastly, a Pokemon with Bloodflow can, given time to focus, force blood to stop flowing out of a wound. A Pokemon with the Bloodflow capability needs only a roll of 9 on a d20 to cure the Bleeding Wound status outside of combat. If a Pokemon learns the Move Blood Needles, Sanguine Evisceration, or Sanguine Chains and does not have the Bloodflow Capability, they gain Bloodflow.