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Classes

  • Introductory Classes
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    [*]Ace Trainer
    4 Star Passive Pokemon Support, 1 Star Active Pokemon Support.

    Ace Trainer [Class] Prerequisites: Novice Command
    Drain 1 AP – Extended Action Trigger: You spend at least half an hour training your Pokémon Effect: For each Pokémon that has been trained during this time, choose a Stat besides HP; that Stat becomes Trained until an Extended Rest is taken. The default State of Trained Stats is +1 Combat Stages instead of 0. A Pokémon may have only one Trained Stat at a time.

    Note: Just to clarify, this Feature Drains 1 AP per training session, not per Pokémon. So train as many as you can to get the most out of this Feature!

    Ace Trainers aim to be the very best at Pokémon Battles – and they’re willing to work hard to gain the skills to back up this ambition.

    More than any other trainer, Ace Trainers are characterized by their dedication and hard working natures. Not content to coast by on whatever natural talents they and their Pokémon may develop, Ace Trainers tend to study strategy and technique, and train their Pokémon daily to ensure they are prepared for any coming battles.

    Many people may find an Ace Trainer’s dedication bordering on fanatical, and their dedication to training to be cruel to their Pokémon. There may be some truth to this; callous and power-hungry Ace Trainers often overwork their Pokémon in their quest to be the best. But many Ace Trainers are able to reach understandings with their Pokémon, and working within this partnership, they actually become closer to their Pokémon than many other types of trainers.

    And regardless of an Ace Trainer’s personal bond with their Pokémon, their constant training is of course effective. Other Types of Trainers may be better at pushing Pokémon towards specific goals, but Ace Trainers are experts at drawing out a Pokémon’s innate potential.

    Ace Trainers are likely to be highly interested in obtaining Gym Badges and competing in Tournaments. Some may even be interested in competing in other events such as Contests or Pokéathlons, to help train their Pokémon

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    [*]Capture Specialist
    4 Star Travelling and Investigation. 1 Star Trainer Combat.

    Capture Specialist [Class] [+Speed]
    Prerequisites: Acrobatics, Athletics, Stealth, or Survival at Novice; Guile, or Perception at Novice Static Effect: You gain two Capture Techniques of your choice, found on the next page. You must meet any prerequisites of the Technique.

    Unafraid to brave the dangers of the wilderness in their quest, Capture Specialists are unparalleled in skill when using Poké Balls, nets, and other devices to capture Pokémon. Many Capture Specialists are on a quest to “Catch ‘Em All”, while others are only interested in catching strong and rare Pokémon, and others still may have their own specific criteria, such as only capturing Bug Pokémon.

    Capture Specialists are motivated for multiple reasons; some may simply be trying to find the strongest Pokémon they can for use in their own personal journey. Others may simply like the challenge. Some Capture Pokémon to trade and sell; this kind of Capture Specialists tend to be cold-hearted poachers, who capture endangered Pokémon, or devastate entire wild communities in their search for profit. Whatever their reasons, no one can deny Capture Specialists are good at what they do.

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    [*]Commander
    5 Star Active Pokemon Support.
    Commander [Class] Prerequisites: Novice Command Static Effect: Choose one of Ravager Orders, Marksman Orders, Trickster Orders, Guardian Orders, or Precision Orders. You gain the chosen Feature, even if you do not meet its prerequisites.

    Commanders are authoritative trainers that focus on Pokémon battling. Commanders prefer to stand in the back lines, and direct their allies through battle, like a conductor leading a grand orchestra. Their versatility is their greatest strength, and one they are often eager and proud to use.

    Commanders tend to be fond of complex plans and tactical set-ups; as such, they make more effective and efficient use of the Orders Features that are available to all Trainers through General Features and synergize well with other Classes that have their own Orders too. They are experts at organizing deadly and well coordinated assaults.

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    [*]Coordinator
    3 Star Active Pokemon Support. 2 Star Passive Pokemon Support.

    Coordinator [Class] Prerequisites: Grace, Novice Charm, Command, Guile, Intimidate, or Intuition
    At-Will – Free Action
    Effect: Your Pokémon may reroll a single Appeal Roll or Damage Roll. This Ability may be used only once per Contest, and once per Pokémon per Scene.

    Coordinators specialize not in Pokémon Battles, but in Pokémon Contests. In Pokémon Contests, Pokémon compete not to hurt each other, but to use their attacks and abilities to impress the contest judges and the watching crowds. The world of Pokémon Contests is just as competitive as the Pokémon Battling scene, and so it’s not enough to merely groom a Pokémon’s physical appearance.

    Coordinators must learn to guide their Pokémon to act with grace and charm, and innovate so they can stand out from the crowds. In facing these challenges, Coordinators naturally acquire an ability for guidance and leadership, and this talent for directing others can even be exploited to their benefit in battle; here they can distract and disrupt enemies, or bolster their allies with encouragement or opportunities.

    Although many Coordinators shun Pokémon Battles, ironically their training improves the Battle abilities of their Pokémon too. Their Pokémon learn to stay calm under pressure and give it their all, whether on the stage or the arena. And like Ace Trainers, the sheer amount of dedication Coordinators have towards their Pokémon lends itself to making strong bonds with their partners. And this willingness on the part of their Pokémon to do their best can make all the difference.

    Coordinators are rare in settings without Pokémon Contests, but that’s not to say they cannot be used there. Coordinators can represent trainers who train their Pokémon with poise and polish, and value cohesion and dependency over risky maneuvers.

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    [*]Hobbyist
    1 Star Active Pokemon Support, Passive Pokemon Support, Crafting, Trainer Combat, and Travel and Investigation.

    Hobbyist [Class] Prerequisites: Novice General Education, Novice Perception
    Static Effect: You gain three Skill Edges for which you qualify.

    Special: You may count Hobbyist Features as “General Features” for the purposes of any effect that would grant you a General Feature.

    Not all Trainers walk down the path of a narrow specialty. Some Trainers choose to dabble in a variety of skills, choosing to learn what’s useful for their immediate journey and then moving on instead of dedicating their life to one art. These Hobbyists are fast learners, picking up practical skills easily without necessarily having the background or training usually required.

    Trainers who become Hobbyists are usually those who truly do travel across the land, searching far and wide. They meet many different Trainers on their journey and can learn from watching them practice their skills.

    Fitting their eclectic skillset, Hobbyists rarely display a theme or pattern to the Pokémon they catch, choosing to catch whatever is around as they travel. A Hobbyist pairs well with most classes, filling in the holes that the more specialized classes have in their skillsets

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    [*]Mentor
    5 Star Passive Pokemon Support.

    Mentor [Class] Prerequisites: Two of Charm, Intimidate, Intuition, or Pokémon Education at Novice Rank
    Daily x3 – Extended Action Target: A Pokémon with at least 1 Tutor Point remaining
    Effect: The target loses 1 Tutor Point, and then learns a move from its tutor list marked with a (N), or any move on its level-up list learned at X Level or lower, where X is the target’s current Level plus the sum of your Mentor Skill Ranks. Note that despite being Tutored, these Moves count as if they were “natural” for organizational purposes.

    Special: When you take Mentor, choose two of Charm, Intimidate, Intuition, and Pokémon Education to become your Mentor Skills. The Skills you choose must be at Novice Rank or higher.

    Not all Pokémon are created equal. Some are naturally better off due to Species, pedigree, or even just their Type or disposition. On the flip side, many of those on the stronger end of the spectrum are aware of it and might have attitude issues with most Trainers. How do people get around these issues?

    Some people just show a natural gift for dealing with these troublesome ones. They have the nurturing touch to bring out the best in a Sewaddle and show a Charizard how its arrogance holds it back. These Mentors don’t really seek out problem cases, but when confronted with them have the knowledge and skills to handle them appropriately.

    Their guidance is not lost on Pokémon in the middle of this spectrum either, as they can help unlock anyone’s true potential.

    Mentor is a highly flexible Support Class for dealing with Pokémon with odd Abilities, Natures, and Move Lists. They allow Pokémon to learn moves earlier than they normally would, learn more Moves, and change a Pokémon’s very nature. Most noticeable, however, is they can become Move Tutors with time and practice.

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  • Battling Style Classes

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    Cheerleader

    4 Star Active Pokemon Support, 1 Star Passive Pokemon Support.

    Cheerleader [Class] Prerequisites: Inspired Training, Novice Charm
    X AP – Free Action
    Trigger: You use Orders
    Effect: Choose Cheered, Excited, or Motivated. All allies affected by the triggering effect gain the chosen condition. This Feature costs 0 AP if the triggering effect affects only one ally, and costs 1 AP if it affects two or more.

    Mechanic: Cheerleader’s Features can deliver several beneficial conditions on their allies – Cheered, Excited, or Motivated. Targets can have more than once “instance” of the same condition, but for Cheered and Excited only one instance may be activated per trigger (that is to say, you can’t add +10 Damage Reduction against one attack using Excited, and you can’t use Cheered to roll four times for the same Save Check!)

    » Cheered – Pokémon or Trainers may give up the Cheered condition when making a Save Check to roll twice, and take the best result.

    » Excited – Pokémon or Trainers may give up the Excited condition when hit by a Damaging Attack to gain +5 Damage Reduction against that attack.

    » Motivated – Pokémon or Trainers may give up the Motivated condition as a Free Action to increase a Combat Stage that is below its Default Value (usually 0 CS) by +1 CS.

    For some Trainers, the path to victory isn’t paved with complicated strategy or incredibly harsh training. Instead, they believe in their Pokémon and try to motivate them to battle to their best, even in the face of overwhelming odds. True to their name, Cheerleaders cheer on their Pokémon and drive them to greater heights of battle with their optimistic attitudes.

    Cheerleaders bring shine and happiness to traveling groups of Trainers, their words of motivation keeping their allies going even after devastating attacks. This doesn’t mean they’re all about blind optimism with no substance, however. Cheerleaders need leadership skills, and under their guidance, allies can find their second wind or push themselves to act quicker in battle.

    Teamed up with cheery and motivating Pokémon, a Cheerleader can keep a traveling party in high spirits and fighting at their best all the time

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    Duelist

    4 Star Active Pokemon Support, 1 Star Passive Pokemon Support.

    Duelist [Class] Prerequisites: Focused Training, Novice Focus

    At-Will – Swift Action
    Target: A Pokémon or Trainer
    Effect: The Foe becomes Tagged; or if the foe is already Tagged, the foe loses the Tag. Only one foe can be Tagged this way at a time. If a new Foe is Tagged, all other Tags are lost.

    Your Pokémon under the effects of Focused Training gain half their Momentum (rounded up) as a Bonus to Accuracy and Evasion against Tagged Foes, but as long as a Foe is Tagged, they do not benefit from Focused Training’s Accuracy Bonus against other foes.

    Mechanic – Momentum: » Your Pokémon begins each Scene with 0 Momentum.

    » At the end of each Combat round, your Pokémon gains +1 Momentum. »

    Whenever your Pokémon hits a Tagged foe, they gain +1 Momentum.

    » Your Pokémon has a maximum of 6 Momentum.

    » All Momentum is lost when your Pokémon Faints, your Pokémon is recalled, or combat ends.

    Duelists mark their foes and then let their Pokémon tear them apart with ruthless efficiency. Even in the midst of a crowded battlefield, they are able to pinpoint priority targets and ensure their Pokémon have the focus to take them down without distraction. Unlike Jugglers, who prefer to rotate through their entire roster of Pokémon quickly in a battle, Duelists battle with one Pokémon at a time, building up momentum and pushing their advantage further and further.

    Trainers with primarily passive Pokémon support options can take advantage of Duelist’s unique and powerful Orders, filling their Standard Actions. This makes Duelist a good counterpart to Classes such as Ace Trainer and Stat Ace.

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    Enduring Soul

    5 Star Passive Pokemon Support

    Enduring Soul [Class] Prerequisites: Novice Athletics and Focus
    Static Effect: You may add to your Pokémon’s HP stat when they level up, ignoring Base Relation, and you do not need to “correct” Stats due to this inflated HP.

    Enduring Souls understand the value of sheer tenacity. Where others would throw in the towel, they keep going. Through impressive stamina and focus, they will themselves to victory. It’s just this endurance and tenacity that can lead an Enduring Soul’s Pokémon to persevere through Critical Hits and Status Afflictions that would cripple lesser Pokémon.

    Enduring Soul is a good fit for any trainer that wants to push the endurance of their Pokémon in battle, and thus it’s a path most taken by Ace Trainers, Tough Experts, or other classes that specialize in training Pokémon, but is also a good fit with classes such as Athlete or Martial Artist that enhance the endurance of the Trainer; this way both Pokémon and Trainer can become tougher together. Psychics specializing in Focus may find this class an attractive way to enhance their Pokémon as well.

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    Juggler

    5 Star Active Pokemon Support

    Juggler [Class] [+Speed] Prerequisites: Quick Switch, Novice Acrobatics, Novice Guile
    Static Effect: Using Quick Switch costs only 1 AP. Whenever you send a Pokémon into an encounter from a Poké Ball, they receive a +10 bonus to their Initiative during that round.

    Jugglers are quick, clever, and exceptionally dexterous.

    In truth, the “Juggler” Class doesn’t need to represent just jugglers, but anyone that’s skilled and quick enough to handle Poké Balls with grace and precision. Jugglers can put their natural talents toward combat or even contests, but they truly shine in Pokémon Battles, especially when there are no restrictions on switching. Jugglers have mastered techniques that help their Pokémon emulate the effects of Pokémon Moves such as U-Turn or Baton Pass.

    Jugglers pair best with clever and subtle classes that focus on Pokémon Battling; Masterminds and Smart Experts are natural fits. Due to their physical inclinations they also pair well with Ninjas, Rogues, or other physically oriented trainers that don’t mind raising their Acrobatics.

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    Rider

    2 Star Passive/Active Pokemon Support, 1 Star Trainer Combat

    Rider [Class] [+Speed] Prerequisites: Mounted Prowess, Agility Training, Novice Acrobatics or Athletics
    Static Effect: While you are Mounted on a Pokemon under the effects of Agility Training, the bonuses from Agility Training are doubled.

    In the world of Pokémon, it’s pretty commonplace for Trainers to use their Pokémon to get from place to place. Anyone can, with a little practice and maybe a saddle, learn to ride their Rapidash to expedite those trips into town or surf on their Lapras to get to faraway islands. Riders elevate this practice into a finely tuned combat art, guiding their Pokémon with skill and finesse to outmaneuver their opponents and strike with blinding speed.

    Becoming a Rider requires not only coordination and physical training; a good Rider has a strong grasp of leadership skills and commands their Pokémon with great spirit. Under the guidance of a skilled Rider, a Pokémon delivers devastating charges that can bring down several foes at once or zips across the battlefield while leaving a swath of destruction in their wake.

    Direct combat Classes like Martial Artist or Ninja are common complements to a Rider because it’s hard to avoid being in the midst of battle when you’re riding on your Pokémon!

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    Taskmaster

    3 Star Active Pokemon Support, 2 Star Passive Pokemon Support.

    Taskmaster [Class] Prerequisites: Brutal Training, Novice Intimidate
    At-Will – Free Action
    Trigger: You apply Brutal Training as a Training action
    Effect: You may grant your Pokémon up to three injuries. If your Pokémon has at least one Injury, it becomes Hardened.

    Mechanic – Hardened Hardened Pokemon receive the following benefits:

    » They do not lose Hit Points from acting while Heavily Injured
    » Injuries beyond the 5th do not lower their Maximum Hit Points

    » If they have 1 or more injuries, they gain +1 to Critical Hit and Effect Range.
    » If they have 3 or more injuries, they gain +1 Evasion and +5 to Initiative.
    » If they have 5 or more injuries, they gain +5 Damage Reduction.
    » If they have 7 or more injuries, they are immune to Loss of Hit Points (but not damage) from all effects.
    » If they have 9 or more injuries, they resist all damage one step further.

    Taskmasters are known for their brutal and demanding style, pushing their Pokémon harder in training than most other Trainers would dare. Many assume that Taskmasters rule their Pokémon through threats and abuse, but some Taskmasters have a deeper understanding with their Pokémon, who accept and embrace their grueling training regimes. However, the sad truth is others do indeed mistreat their Pokémon and rule through fear, instilling in them an overwhelming need to achieve victory in order to avoid harsh consequences.

    Regardless of their methods, it can’t be denied that the results are effective. Their brutal training produces brutal Pokémon that can better fight through the pain of battle and use cruel techniques on their opponents with devastating effect.

    Many Taskmasters are Ace Trainers, but they can come from all walks of life; Rogues, Roughnecks, and Tough Experts are especially apt to become Taskmasters.

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    Trickster

    4 Star Active Pokemon Support. 1 Star Passive Pokemon Support.

    Trickster [Class] Prerequisites: Novice Guile
    1 AP – Free Action
    Trigger: Your Pokémon hits a foe with a Status-Class Move or a foe triggers your Pokémon’s Hazard
    Effect: After the Move is resolved, your Pokémon may perform a Dirty Trick or Manipulate Maneuver on that foe as a Free Action. The Maneuver automatically hits, but the target must be in range for the chosen Maneuver. Use your own Guile to resolve Manipulate Rolls.

    Tricksters scorn the direct approach to battle, preferring clever use of Status Afflictions and Hazards over pummeling their opponents with overwhelming force. While many Tricksters prefer to turn fights into battles of attrition, slowly wearing down their foes with Burn, Poison, and similar effects, others use their expertise with Status-Class Moves as part of a versatile arsenal, setting up their opponents for well-timed and devastating attacks.

    One needs not do it all when building a Trickster character – in fact, it’s usually to your advantage to focus and cherry-pick your Features as this Class covers a wider range of Status-Class Moves than most Trainers will regularly use. Combined with an Enduring Soul, a Trickster may rely on Hazards and damage over time to outlast their foes. Combined with a Rogue, Pokémon and Trainer can team up to give their enemies a double-whammy of disorientation and confusion

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  • Professional Classes

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    Chef

    5 Star Crafting.

    Chef [Class] Prerequisites: Basic Cooking, Novice Intuition
    At-Will – Extended Action
    Effect: You may use any Chef Recipe for which you qualify.

    Note: Chefs need access to a kitchen or to a Cooking Kit to create food.

    When Chefs create a food item, let them fluff it however they like! Perhaps one Chef likes to make puff pastries, perhaps another makes healthy treats; perhaps another is a Soup specialist. Let your players get creative in the description of their foods!


    Anyone that puts a little effort into it can whip up a snack, but Chefs are true culinary masters. Chefs love to collect recipes and make food for themselves and their allies. Their choice of recipes dictates their utility; they can cook up anything from Bait to Vitamins. Whatever Chefs choose to specialize in, they are sure to leave their allies satisfied.

    Many Chefs don’t travel, preferring to find gainful employment at a restaurant or other establishment; the best chefs can gain quite a lot of fame and even good money this way. Other Chefs take up the profession precisely because they’re always on the road, and learning to cook yourself cuts down on costs.

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    Chronicler

    2 Star Passive Pokemon Support, 2 Star Travel and Investigation, 1 Star Active Pokemon Support.

    Chronicler [Class] Prerequisites: Novice Perception
    1 AP – Swift Action, Interrupt
    Target: A Pokémon, Trainer, Move, or Location.
    Effect: You make Record of the target. Records can be placed in an Archive as an Extended Action.

    When you take Chronicler, you gain one Archive.

    Archives: Profile Archive: You may place Records of Pokémon and Trainers in your Profile Archive. You gain a +2 bonus to Charm, Guile, Command, Intimidate, and Intuition Checks targeting Pokémon and Trainers in your Profile Archive.

    Technique Archive: You may place Records of Moves in your Technique Archive. You and your Pokémon gain +2 Evasion against Moves in your Technique Archives.

    Travel Archive: You may place Records of Locations in your Travel Archive.
    When you gain Travel Archive, choose Keen Eye or Perception. While you are in a Location in your Travel Archive, you have the Chosen Ability and gain a +2 bonus to Perception Checks to notice the environment

    Past experience and examples are both great tools for learning. Even in the realm of Pokémon combat this is true; having witnessed a Move and being able to study its dynamics is an extremely useful thing. And what better way to do this than to have it recorded?

    Chroniclers capitalize on this concept, getting close to the fray and capturing the finest details on how a Move is executed, whether through photography, artistic appreciation that later becomes a painting or other work of art, or analysis that goes into a journal. From this they can learn how to best avoid it in the future, and potentially even teach their Pokémon to use it.

    The Chronicler Class introduces bonuses for keeping Records of Moves and Environments, but its main draw is an alternative tutoring method using these Records. These Features allow you to take the Moves you commonly see and turn them against your foes. Additionally, its low entry requirements and reliance on universally useful Skill make it a nice class for Trainers who don’t specialize in Trainer Combat

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    Fashionista

    3 Star Crafting, 1 Star Passive Pokemon Support, 1 Star Active Pokemon Support.

    Fashionista [Class] Prerequisites: Two of Charm, Command, Guile, Intimidate, or Intuition at Novice
    At-Will – Extended Action
    Effect: You may craft any Fashionista Recipe for which you qualify.

    Special: When you take Fashionista, choose two of Charm, Command, Guile, Intimidate, or Intuition to become your Fashionista Skills. The Skills you choose must be at Novice Rank or higher.

    Clothes don’t make the man, but they can make the man look great. They’re also unexpectedly influential when it comes to raising and battling Pokémon. Held Items can easily turn the tide of battle, and a Fashionista is an expert at not only crafting Held Items and outfitting their Pokémon with just the right items for the job but giving them and their allies makeovers to fill in where fashion items are lacking.

    A Fashionista’s Pokémon shows off stylish Held Items with pizzazz and panache that average Pokémon only wish they had. They’ll quickly rotate through a wardrobe of accessories suitable for any situation, waft helpful fragrances across the battlefield with their incense, and more

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    Researcher

    2 Star Crafting, 1 Star Passive Pokemon Support, 1 Star Travel and Investigation, 1 Star Trainer Combat.

    Researcher [Class][Branch] Prerequisites: An Education Skill at Novice Rank
    Static Effect: Choose two Researcher Fields of Study. You may take Features from those Fields with this instance of Researcher. Gain one Feature from a chosen Researcher Field for which you qualify.

    Note: Researcher is broken up into multiple Fields of Study. You may not take Features from a Field of Study you haven’t chosen with the base Researcher Feature. You may take Researcher any number of times, each time choosing two different Fields of Study.

    The world is a vast place with many complex subjects. It’s simply not possible for someone to know everything about everything, but delving deep into a handful of topics can reap many benefits. While most trainers aim to be the best, Researchers aim to know the most. Researchers become experts on the subjects that interest them. They learn how to apply this information to conflicts off and on the battlefield alike.

    The Researcher Class is perhaps one of the most difficult and subtle classes to play, but extremely versatile in its scope; knowledge is power, after all. Researchers all must choose carefully how to proceed with their Features, as their choice of specialization will make a large impact on how they are able to apply their skills. Researcher is all about having the knowledge to make the most of any situation or challenge.

    When you choose to take the Researcher Class, you will advance in Fields of Study that represent more narrow topics of research. Two characters with the Researcher Class can play very differently as a result!

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    Survivalist

    2 Star Travel and Investigation, 2 Star Active Pokemon Support, 1 Star Trainer Combat.

    Survivalist [Class] [+HP] Prerequisites: Novice Survival

    One Time Use – Extended Action
    Effect: Choose a Terrain in which you have spent at least three nights. You gain Naturewalk for that terrain and a +2 bonus to Athletics, Acrobatics, Stealth, Perception, and Survival Checks in that terrain.

    When you have 2 Survivalist Features, you may choose a second Terrain. When you have 4 Survivalist Features, you may choose a third terrain. When you have 6 Survivalist Features, you may choose a fourth terrain. The terrains are: Grassland, Forest, Wetlands, Ocean, Tundra, Mountain, Cave, Urban, Desert

    Pokémon Trainers often have to travel across the land, searching far and wide to capture new Pokémon or find Gyms to challenge. Their journeys bring them through all sorts of exotic environments, from frozen tundras to steamy rainforests. Not everyone is cut out for such a harsh journey, but the Survivalist is most at home trailblazing through the wilderness.

    However, even the most seasoned traveler can’t master all the different terrains and environments of the world. It takes a concerted effort for a Survivalist to truly understand a type of geography and how best to navigate through it, so each Survivalist will pick up the skills that are most appropriate to their favored terrains. Their expertise lets them create improvised traps, fight with the environment, and help their allies acclimate to their surroundings in battle
  • Fighter Classes

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    Athlete
    4 Star Trainer Combat, 1 Star Passive Pokemon Support.

    Athlete [Class] [+HP] Prerequisites: Novice Athletics, One of Athletic Prowess, Mounted Prowess, Power Boost, Stamina, or Swimmer
    At-Will – Extended Action

    Effect: After an hour of exercise, an Athlete may choose two different Stats besides HP; both of those stats become Trained Stats. The default State of Trained Stats is +1 Combat Stages instead of 0. An Athlete may have two Trained Stats at a time.

    Athletes understand that the body is a tool that will go to rust if not taken care of. They endeavor to push the limits of their bodies and become better fighters for it.

    Many Athletes tend to not only get plenty of exercise, but often tend to eat healthy and be aware of fitness concepts. Others come into the practice through an occupation – dedicated hikers, sport coaches, or even Rangers. Dedicated Martial Artists come easily into the Athlete lifestyle.

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    Dancer
    3 Star Trainer Combat, 1 Star Active/Passive Pokemon Support.

    Unique Bonus: Create a dance move and name it whatever you wish. This dance, while in effect, gain a +2 bonus to one stat or a +1 bonus to two stats. These bonuses cannot be changed once chosen. This move can also be used in contests, with Cool associated with Attack, Tough is associated with Defense, Beauty is associated with Special Attack, Smart is associated with Special Defense, and Cute is associated with Speed.

    Dances have been important parts of celebrations and rituals since the birth of civilization. Whether used for simple entertainment or for significant religious ceremonies and practices, dance has been passed down through the ages just like music, storytelling, and other artistic traditions. No one can say exactly when dance became an integral part of human culture, but it’s clear from observing Pokémon such as Spinda and Maractus that it has been an important part of life for many living things since before the time of man.

    A Dancer has learned to apply the art of dance to life as a Pokémon Trainer in a variety of ways, ranging from teaching their Pokémon elegance and tempo to augment their fighting capabilities to applying the acrobatic maneuvers of dance to their own battle techniques. This makes the Dancer a flexible Class that can appeal to many different Trainers. Martial Artists may use the Class to supplement their offensive Moves while Ace Trainers and other more passive Classes may use Dancer Features to play a more active support role in battles.

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    Hunter

    3 Star Trainer Combat, 1 Star Active/Passive Pokemon Support.

    Hunter [Class][+Speed] Prerequisites: Novice Survial, Novice Stealth
    Static Effect: Choose Teamwork or Pack Hunt. You gain the Chosen Ability.

    The Hunter works in concert with their Pokémon to bring even the most nimble and impressive of opponents to their knees. To them, their foes are like prey, and they are experts at using teamwork and pack hunting techniques to ensure that no one can escape them. Hunters do not excel at directly attacking their enemies and dealing a lot of damage. Instead, much like Capture Specialists, they make use of a variety of tools, such as Weighted Nets and Glue Cannons, in order to further limit their enemies’ mobility.

    While Hunters certainly can function very well on their own with just their Pokémon at their side, they excel in larger parties too where their allies’ Pokémon can help them surround and trap their foes. Therefore, Hunters who prefer to emphasize the Pokémon Support aspects of the Class would do well to pick up Classes such as Commander. Hunters who prefer to mix their debilitating tactics with direct assaults might choose the Roughneck, Athlete, or Martial Artist Class.

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    Martial Artist

    5 Star Trainer Combat

    Martial Artist [Class] Prerequisites: Basic Martial Arts, Novice Combat
    Static Effect: Choose one of the abilities listed below. You gain the chosen Ability, and its associated tags. Whenever you gain any Martial Artist Feature, you also gain the associated tags.

    Guts [+HP]
    Inner Focus [+Speed]
    Iron Fist [+Defense]
    Limber [+Speed]
    Reckless [+Attack]
    Technician [+Speed]

    Martial Artists strive to learn the arts of physical combat, admiring the power of Fighting-Type Pokémon. Some may practice Martial Arts as a sport; others out of necessity and survival. Whatever the motivation, these trainers hone their bodies into powerful weapons through practice and dedication, and can show Pokémon how to do the same.

    There are many different styles of Martial Arts, and many emulate various Pokémon. Some trainers learn to punch like a Hitmonchan; others to kick like a Hitmonlee. And while the forms and variations are many, they all turn Martial Artists into powerful opponents to be feared and respected.

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    Musician

    3 Star Trainer Combat, 2 Star Active Pokemon Support.

    Musician [Class] [+Special Attack] Prerequisites: Novice Charm, Novice Focus
    Static Effect: You may use Musician Songs.
    Mechanic: Songs – Musician Songs can be triggered one of four ways. Regardless of the Area of Effect, Songs always affect the user.

    » When using a Move with the Sonic keyword, Songs may be triggered as a Swift Action, and the Song’s Area of Effect is the same as the triggering Move’s.

    » When using a Dance Move, Songs may be triggered as a Shift Action with an Area of Effect of Burst 2.

    » As a Standard Action, you may trigger one Song, with an Area of Effect of Burst 4.

    » As a Full Action, you may trigger two Songs, each with an Area of Effect of Burst 4.

    Song of Courage 1 AP – Special
    Trigger: Song Effect: All Allies in the Area of Effect gain a +2 Bonus to Skill Checks and Save Checks until the end of your next turn.

    Song of Might 1 AP – Special
    Trigger: Song Effect: All Allies in the Area of Effect gain a +5 Bonus to Damage Rolls until the end of your next turn.

    Song of Life 1 AP – Special
    Trigger: Song Effect: All Allies in the Area of Effect gain 5 Damage Reduction until the end of your next turn.

    Music and art are simply a part of life. It’s something Pokémon and humans alike find joy in, and many have devoted their lives and talents to it. As such the gift of music is found almost everywhere in the world – in busy city streets, in a packed arena, at a campfire in the wilderness. Even in places no humans dwell, Pokémon themselves may sing.

    With time and practice, many have found ways to use their art to help their allies and cripple their foes. Sounds can be distracting or painful, or can help lift one’s spirits and get the blood flowing. As such it’s not uncommon to see practiced singers and instrumentalists in both the arenas and the wilds.

    The Musician class has an array of sound-based Moves at its disposal, making it quite flexible. It can weaken foes, empower allies, and has a few powerful damaging attacks in its arsenal as well. Its relatively low entry requirements make it easily accessible to most character concepts, allowing you to really make it what you want. A guitar wielding rocker, a pop starlet, or the world’s most awesome sax player? Whatever way you take it, your adventuring companions will appreciate what you bring to the table.

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    Provocateur

    5 Star Trainer Combat.

    Provocateur [Class] [+Speed] Prerequisites: One of Confidence Artist, Intimidating Presence, or Charmer
    Static Effect: You learn the Moves Sweet Kiss and Taunt.

    Note: The Provocateur Skills are Charm, Guile, and Intimidation

    Striking someone through the heart doesn’t need a weapon. They often say the pen is mightier than the sword, but the mouth is just as effective. A few choice words can easily make your foes lose their minds, whether through rage, befuddlement, or despair. Who needs to get your hands dirty when your words can do all the work for you?

    Provocateur is a useful Class for all sorts of builds. Pokemon support builds can use it to soften up foes for their pokemon or allies to finish off more quickly, and combat builds can use it to make their foes more vulnerable to their attacks. Of particular note is the breadth of effects one can get from combining this class with Hex Maniac or Roughneck.

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    Rogue

    5 Star Trainer Combat.

    Rogue [Class] [+Attack] Prerequisites: Two of Acrobatics, Athletics, and Stealth at Novice Rank
    Static Effect: You learn the Moves Feint Attack and Thief.

    Note: Acrobatics, Athletics, and Stealth are referred to as “Rogue Skills” as short-hand.

    The streets are a dangerous and eclectic place, where shady lurkers like the Rogue look to make a living off of others. Why work an honest job when you can line your pockets with the wealth of others? The Rogue knows how to hit his enemies when and where they least expect it, to punish them for getting too cocky, to kick them while they’re down.

    Of course, you can’t always win a straight fight, even when fighting dirty, so ambushing them so they don’t have a chance to fight back can always work. The Rogue class is suited for front-line combatants, and pairs up well with other physical classes like Martial Artist and Roughneck. A Rogue who wants to use his mouth as another weapon would likely want to take Provocateur, and of course, Ninjas fit the thief archetype nicely.

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    Roughneck

    5 Star Trainer Combat.

    Roughneck [Class] [+Defense] Prerequisites: Novice Athletics, Intimidating Presence
    1 AP – Swift Action
    Trigger: You hit a foe with an Attack
    Effect: The foe loses a Combat Stage in the Stat of your choice

    Fear is a powerful tool in battles, and Roughnecks understand that well. As a Roughneck beats down their opponents, they also demoralize them and make it harder for their foe to fight back the longer the fight goes on and the more scare tactics they can apply. To make matters even worse for their opponents, Roughnecks know how to outlast their enemies in a fight, and they will shrug off blows that would knock out lesser fighters.

    Roughneck makes a good counterpart to other Trainer Combat Classes such as Martial Artist or Athlete, Provocateur also makes an obvious pairing for Roughneck, especially with the synergy between Roughneck’s Social Moves and Provocateur’s Push Buttons and Quick Wit Features. Roughneck can also be used to give a little extra versatility to Classes focused on Pokémon Support such as Taskmaster or Tough Expert.

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    Tumbler

    5 Star Trainer Combat

    Tumbler [Class] [+Speed] Prerequisites: Acrobat
    Static Effect: You gain the Run Away Ability

    Tumblers, much like Athletes, put great emphasis on keeping their bodies in shape and pushing their limits. Where the two differ is that Tumblers put much more focus on their physical finesse and dexterity than they do on power or speed. They also don’t go to the same lengths to coach their Pokémon to do the same. Tumblers don’t like being tied down or staying in one place too long, and not even their own Pokémon are going to hold them back!

    Acrobatics isn’t just for the circus. The high mobility and speed gained from a life of practiced jumps and gives Tumblers an edge in battle that lets them outmaneuver burlier foes. The Tumbler class provides a Trainer with a few additional offensive outlets, but its big draw is mobility; Tumbler is all about jumping, moving, and rolling with the punches. This class provides you a lot of tools to get around a battlefield quickly, and ensure that nothing will slow or hold you down
  • Supernatural Classes

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    Aura Guardian

    4 Star Trainer Combat, 1 Star Travel and Investigation.

    Aura Guardian [Class] [+Attack or Special Attack] Prerequisites: Elemental Connection (Fighting)
    Static Effect: Choose two of Detect, Vacuum Wave, or Force Palm. You learn the chosen Moves.

    Aura Guardians have the rare ability to perceive and manipulate Aura, or the spiritual essence of all living things. At the most basic level, Aura Guardians can know the intentions and emotions of others at a glance simply by viewing their Aura. Aura Guardians can also project their own thoughts to others.

    These abilities alone make Aura Guardians a boon to any traveling party, whether for the sake of watching out for shady characters on their journey or even for pinpointing other living beings while traveling in the dark.

    However, with training, Aura Guardians can do even more, projecting and manipulating their Aura to take the form of devastating attacks. While similar to the abilities of psionics, the manipulation of Aura is fundamentally different in that it uses raw spiritual energy instead of being a product of honed mental focus.

    Aura Guardians tend to be most at home with Pokémon that can read Auras, though their abilities allow them to easily befriend a variety of species.

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    Channeler

    3 Star Active Pokemon Support, 2 Star Travel and Investigation.

    Channeler [Class] Prerequisites: Mystic Senses
    At-Will – Swift Action
    Target: A Pokémon.
    Effect: You Channel the target Pokémon. If you attempt to Channel a Hostile Pokémon, you must make an Intuition Check with a DC of 15 to Channel the target. You may stop Channeling a Pokémon as a Free Action at any time. You may Channel a number of Pokémon at a time up to your Intuition Rank.

    If a Channeled Pokémon goes further than 20 meters from you, they stop being Channeled. Mechanic: While Channeling a Pokémon, it may communicate its intentions, emotions, and motivations to you and you may communicate similarly with them; neither party may be deceitful in this exchange.

    You also become aware of all of its Moves, Abilities, and Capabilities. Allied Channeled Pokémon may always attempt Intercept Maneuvers for each other, regardless of Loyalty.

    If you are Fainted, you stop Channeling all Pokémon. Whenever you Channel a Pokémon, you have a vague knowledge of what has happened in the Pokémon’s past hour as if they were your own memories.

    Note: Channeler has a couple Features with the [Orders] tag. However, because they require that a Pokémon be Channeled, which isn’t League Legal, they actually aren’t of any use in League Legal battles!

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    Hex Maniac

    5 Star Trainer Combat

    Hex Maniac [Class] [+HP] Prerequisites: Novice Occult Education
    Static Effect: Choose Cursed Body or Omen. You gain the Chosen Ability.

    Hex Maniacs are masters of occult practices associated with Ghost-Type Pokémon, and they are capable of replicating many of the debilitating Moves that those Pokémon use to cripple their foes. While many people would assume that those learning these dark arts are in it for power or petty vengeance, that doesn’t have to be the case. The caretakers of Pokémon tombs often turn their expertise in the occult into the Hex Maniac’s combat techniques as a matter of practicality. Malicious Ghost-Type Pokémon, grave robbers, and those seeking to pilfer powerful artifacts from the sacred sites that are often found near where Ghost-Types gather are all good reasons to learn hexes and curses for self-defense.

    Most other Trainer Combat Classes can make good use of a Hex Maniac’s arsenal, even if they aren’t invested enough in Special Attack to make Hex effective.

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    Ninja

    4 Star Trainer Combat, 1 Star Crafting.

    Ninja [Class] [+Speed] Prerequisites: Novice Stealth, Novice Combat
    Static Effect: You learn the Moves Double Team and Poison Powder.

    Practitioners of the ancient art of ninjutsu, Ninjas are deadly and feared warriors that excel at using eadly poisons and clever subterfuge. Being a Ninja means first and foremost having a versatile set of options at hand, and thus Ninjas require a broad skillset – they must not only be practiced fighters but also masters of stealth.

    A skilled Ninja goes into battle with tools prepared that can be handed off to allies to produce hazards for their opponents or countermeasures to the toxins they study. A Ninja’s deceptive arsenal also includes poisoned weapons and illusionary clones.

    As might be expected, Ninjas tend toward using Poison Type Pokémon or those of a stealthy and subtle disposition, but this is not always the case. Sometimes a larger, flashy Pokémon can be the perfect distraction for a Ninja trying to sneak by and deliver a decisive blow elsewhere.

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    Oracle

    3 Star Travel and Investigation, 2 Star Trainer Combat.

    Oracle [Class] [+Special Defense] Prerequisites: Mystic Senses, Novice Perception Static Effect: You gain the Pickup Ability.

    Oracles have trained their mystic abilities to a mastery over past and future. With a few minutes of concentration, an Oracle can glean the recent events surrounding an area or object, and their intuitive nature often guides them to draw conclusions or find objects that elude the grasp of others.

    This is not to say that Oracles cannot also apply their powers to battle - it turns out that peering into the future is quite an advantage in battle. Oracles can use their abilities to more readily assure that their attacks and those of their allies strike true or to avoid the attacks of others. Illusions mean nothing to them, and they can warn their allies of such supernatural attempts at misdirection.

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    Sage

    5 Star Trainer Combat

    Sage [Class] [+HP] Prerequisites: Novice Occult Education
    At-Will – Standard Action
    Target: An ally within 5 meters
    Effect: The target gains Damage Reduction equal to your Occult Education Rank doubled or their Tick Value, whichever is higher, for one full round.

    Note: Multiple uses of Sage from different Trainers do not stack on one target.

    If one side of a coin had a Hex Maniac on it, the other side would have a Sage. These occultists are experts on the various protective Blessings that Pokémon are capable of bestowing on their allies, and can replicate these effects themselves to protect their allies and selves from harm. Sages are often the guardians of sacred sites, such as shrines dedicated to Legendary Pokémon or historical monuments, and utilize these arts to help shield these sites from vandals and criminals. While they can’t pack a punch themselves, their allies will be well guarded enough to do that for them.

    Much like Hex Maniac, Sage doesn’t require much combat investment to get great use out of. It makes an excellent option for a character that focuses on Pokemon Support and wants something defensive to use their Standard Actions on. Healing in combat is scarce in Pokémon Tabletop United, making Sage’s ability to shield allies from damage a very valuable asset to a group of traveling trainers.

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    Telekinetic

    4 Star Trainer Combat, 1 Star Travel and Investigation.

    Telekinetic [Class] [+Special Attack] Prerequisites: Elemental Connection (Psychic), Iron Mind
    Static Effect: You gain the Telekinetic Capability.

    Telekinetic Pokemon and Trainers can move objects with their mind, using their Focus instead of Athletics. They can target objects 8 meters away. Count the combined weight of all objects when determine whether they can lift all of them, straining the weight limit creates discoverable Psychic residue. Additionally, the user can use struggle attacks at a range of X meters, where X is the user's Focus bonus. The user may have this attack be Special Attack instead of a Attack. The user may attempt to disarm, trip, or push at the range of their Telekinesis and use their Focus bonus for all opposed rolls. When the push is used this way, the target is pushed a number of meters equal to half their Focus bonus.

    Masters of one of the most classic supernatural powers, telekinesis, these skilled psionics can manipulate and move objects with nothing more than a simple thought. As their powers grow, they become able to lift themselves off the ground or even incapacitate a foe by levitating them.

    With a more honed technique, Telekinetics can wield their weapons at a great distance and even summon up pure kinetic energy to send their foes flying. Those who find themselves fighting a Telekinetic are often stymied by their defensive capabilities, as psionic barriers rise up to block their path and subtle distortions in the air divert their attacks.

    Teamed up with Psychic Type Pokémon, Telekinetics can easily keep enemies at bay with a continual application of telekinetic pushing or barriers, but their powers are just as well suited toward augmenting the fighting ability of any other type of Pokémon.

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    Telepath

    3 Star Travel and Investigation, 2 Star Trainer Combat

    Telepath [Class] [+Special Defense] Prerequisites: Elemental Connection (Psychic), Iron Mind, Novice Intuition
    2 AP – Swift Action
    Effect: You gain the Telepathy Capability for the rest of the scene.


    It’s hard to keep a secret from a Telepath. They are psionics with a mastery of the mind, both their own and others’. With a thought, they can hone their own minds to better focus in a fight, and they can learn to easily avoid being caught in friendly fire.

    However, their most iconic ability, and that which gives them their reputation, is the ability to read the surface thoughts of others. With training, they can even plant thoughts in others’ heads, guiding them toward lines of thinking that better allow their mind reading to get at secrets that aren’t often on someone’s mind, or guiding them toward a particular action without them being aware at all of the manipulation.

    Telepaths who dedicate themselves to the combat arts find themselves with the advantage of being able to lock onto someone’s movements through their thoughts, ensuring their attacks hit. They can also telepathically warn their allies of their next move, ensuring they never cause a casualty through friendly fire.

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    Warper

    3 Star Trainer Combat, 2 Star Travel and Investigation

    Warper [Class] [+Speed] Prerequisites: Elemental Connection (Psychic), Novice Guile
    Static Effect: You gain the Probability Control Ability.

    These psionics command only a subtle power over time and space, but that is more than enough to make them formidable opponents and useful allies in their own right. The subtlety of their effects can often make their presence go unknown, even as they apply little twists and nudges to reality to allow their allies to strike true or make difficult athletic maneuvers.

    For players who want to play a psychic who has little control over their powers or is even unaware of them, both the base Warper feature and Reality Bender are good representations of subtle changes to reality that someone may be completely unaware that they’re doing.

    These subtle manipulations are only some of the effects in a Warper’s arsenal, however. They are masters of teleportation, often using their powers to narrowly avoid devastating attacks or cross great distances with ease. With concentration, they can alter the laws of reality itself over a field of battle, sending Flying Types crashing to the ground or freezing a foe’s wounds in time and preventing them from healing.