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GeneticEdit

Genetic

Class FeatureEdit

“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.

Cross ClassingEdit

Air Adept: Genetic, 16 CON, Gene Species must be Flying (type) or Electric (type)
Aura User: Genetic, 18 STR, 14 CON, Gene Species must have Aura (capability)
Channeler: Genetic, 17 WIS
Earth Shaker: Genetic, 16 CON, Gene Species must be Grass (type), Ground (type), or Rock (type)
Empath: Genetic, Gene Voice, 14 INT
Fire Breather: Genetic, 16 CON, Gene Species must be Fire (type)
Healer: Genetic, 16 INT, have learned a Move that restores a Pokemon's HP or status ailments from Power Manifest
Hex Maniac: Genetic, 16 CON, Gene Species must be Ghost (type)
Petrologist: Genetic, 16 CON, Gene Species must be Ground(type), Rock (type), or Steel (type)
Rain Maker: Genetic, 16 CON, Gene Species must be Water (type) or Ice (type)
Rune Master: Genetic, Gene Species is Unown
Type Ace: Genetic, 14 CON (You must choose a type for Type Ace that matches a type of your Gene Species)

Genetic Gifted FeaturesEdit

Gene ShiftEdit

Static
Effect: Select a Pokemon that meets 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 VoiceEdit

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

Genetic FeaturesEdit

Altering BodyEdit

Prerequisites: Genetic
Static
Effect: 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 HandsEdit

Prerequisites: Genetic, 18 STR, a total of 4 Genetic features
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Effect: 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 LegsEdit

Prerequisites: Genetic
Static
Effect: 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 ManifestEdit

Prerequisites: Genetic
Static
Effect: 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 LinkEdit

Prerequisites: Genetic, 15 CHA
Static
Effect: 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 ManifestEdit

Prerequisites: Genetic, a total of 7 Genetic features
Special
Effect: 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 ManifestEdit

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 Centrefrequency 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 MajestyEdit

Prerequisites: Genetic, 21 CHA, Intimidation
Daily
Effect: 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.

IntimidationEdit

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

TravellerEdit

Prerequisites: Genetic, a total of 4 Genetic Features
Static
Effect: 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.

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