Career Paths

Pokemon Ace
Prerequisites: Pokemon Trainer or 4 badges
Proficiency: Aces are not proficient with any additional equipment.
Features: An Ace gains the following career features:
Great Ball (11th level) - A Pokemon Ace may treat any Poke Ball he throws as a Great Ball, in addition to its other properties. If the ball's Capture Bonus is already higher than +2, it gains an additional +1 to its Capture Bonus.
Expert (11th level) - An Ace adds his full level (instead of half his level) on Pokemon checks.
Achievement (12th level) – An Ace gains confidence and strength through his accomplishments. Every Badge he has won grants his Pokémon a +1 morale bonus to a particular stat, depending on the Badge. The cap for his Collector ability increases to ½ his Int score.
A Team (16th level) – The Ace uses his full character level when Controlling members of his Roster. When two or more Roster members are fighting alongside eachother, they gain a +1/Tier moral bonus to Defense, attack rolls, or damage rolls.

Pokemon Blackbelt
Prerequisites: Strength 14+, Unarmed Strike
Proficiency: Blackbelts are proficient with all martial weapons.
Features: A Blackbelt gains the following career features:
Tutoring (11th level) – The Blackbelt learns to train others in his chosen discipline. He may teach Fighting and Normal techniques he knows to any Pokemon by spending 1 day in training per level of the technique. The normal limits for Tutoring still apply.
Fighting (11th level) – The Blackbelt gains the Fighting type as his secondary type. He may choose Fighting-type techniques in place of talents.
Ability (12th level) – The Blackbelt gains one Fighting-type Ability of his choice.
Martial Artist (16th level) – The Blackbelt loses Normal type’s weakness to Fighting. Fighting attacks now deal only regular damage to him.
Sensei (20th level): The bonuses the Blackbelt’s students receive increase to +1/Tier and now extent to attack rolls on attacks that both the Blackbelt and student Pokemon know.

Pokemon Commander (WIP)
Prerequisites: Cha 14+, own at least 6 Pokemon
Proficiency: Commanders are proficient with Medium Armor
Features: A Commander gains the following career features:
Army (11th level) – The Commander can make Control checks on a group of Pokemon rather than a single individual. The Commander only needs to make his check against the highest DC among the group. He may not command more Pokemon at one time than half his character level.
Crowd Control (11th level) – The Commander reduces the penalty for commanding multiple Pokemon by an amount equal to his Charisma modifier.

Pokemon Gangster
Prerequisites: Non-Good, Stealth or Streetwise as trained skills
Proficiency: Gangsters are not proficient with any additional equipment.
Features: A Gangster gains the following career features:
Leadership (11th level) – The Gangster can attract lower level minions. He may have a number of 1st level minions equal to his Charisma score. They do not appear automatically and must be recruited.
Grunts (12th level) – The Gangster can attract minions of up to 2nd level.
Elites (16th level) – The Gangster can attract a number of higher level minions equal to his Charisma modifier. These elite minions gain level up normally but their level cannot exceed the Gangster’s.
Regulars (20th level) – The Gangster’s low level minions can now be up to 4th level.

Pokemon Medic (WIP)
Prerequisites: Pokemon Breeder, Heal as trained skill
Proficiency: Medic do not gain additional proficiencies.
Features: Medic gain the following career features:

Pokemon Ranger
Prerequisites: Any non-Evil, Nature as trained skill
Proficiency: Rangers are proficient with the Capture Styler.
Talents: Rangers may choose talents from the Ranger talent list in addition to those normally available to her.
Features: A Ranger gains the following career features:
Companion (11th) – A Ranger releases all of her Pokemon and no longer seeks to capture or battle them. She chooses one of her Pokemon to keep, which becomes her helper and sidekick. The Ranger can understand it as if he knew Pokespeak.
Poke Assist (11th) – The Ranger can charge her Styler with energy from friendly wild Pokemon. The Pokemon provides power points, which are held in the Styler and can be used at any time on Ranger Talents. The Styler may hold a number of pp equal to the Ranger level.
Vanotage (16th level) – The Ranger learns how to craft a Vonatage Styler. This device functions just like a normal Capture Styler except that the Ranger takes no penalty when trying to befriend Confused, hypnotized, or hostile Pokemon. The Ranger can now store up to twice his level in power points.
Summon (20th level) – Once the Ranger befriends a wild Pokemon, she can make a Lore check with a DC equal to the Pokemon Control DC. If successful, the Ranger can later use a short ritual to call the Pokemon to her from anywhere. The ritual requires that the Ranger draw a summoning circle on the ground, which takes 1 turn/HD of the Pokemon, then expend 11 pp. Otherwise this functions as a 6th level talent.

Pokemon Professor (WIP)
Prerequisites: History, Lore, and Pokemon as trained skills
Proficiency: Professors are not proficient with any additional equipment.
Features: A Professor gains the following career features:
Knowledge (11th level) – The Professor adds his full level when making checks with the following skills: History, Lore, Nature, Pokemon, and Technology
Secret (11th level) – The Professor gains one of the following: An additional Trained skill, a 2nd level Talent from any occupation, or any bonus feat he qualifies for.
Secret (12th level) – The Professor gains one of the following: An additional Trained skill, a 2nd level Talent from any occupation, or any bonus feat he qualifies for.

Pokemon Outlaw
Prerequisites: Non-Good and Non-Lawful
Proficiency: Outlaws are proficient with all military weapons.
Features: An Outlaw gains the following career features:
Tutoring (11th level) – The Outlaw learns to train others in illegal techniques. He may teach Shadow techniques to any Pokemon by spending 1 day in training per level of the technique. The normal limits for Tutoring and Shadow moves still apply.
Technique (11th level) - The Outlaw learns one 1st level Dark-type technique.
Technique (12th level) – The Outlaw learns one 2nd level Dark-type technique.
Ability (16th level) – The Outlaw gains one Dark-type Ability of his choice.
Darkness (20th level) – The Outlaw gains the Dark type as his secondary type.

Pokemon Scientist (WIP)
Prerequisites: Craft Pokeball
Proficiency: Scientist are not proficient with any additional equipment.
Features: A Scientist gains the following career features:
Craft TM (11th level) - The Scientist gains the ability to craft technical machines to teach Pokemon new moves. In order to create a TM, he must have access to a Pokemon that knows the move or know the technique himself. The process takes 1 day per level of the technique and requires the expenditure of 100pen/level of the move.

Pokemon Specialist
Prerequisites: Type Focus
Proficiency: Specialists are not proficient with any additional equipment.
Talents: Specialist may choose talents from the Specialist talent list in addition to those normally available to her.
Features: A Specialist gains the following career features:
Control (11th level) – A Specialist uses her full level when making Control checks for Pokemon of her chosen type.
Technique (11th level) – The Specialist learns one 1st level techniques from her favored type’s Technique list.
Technique (12th level) – The Specialist learns one 2nd level techniques from her favored type’s Technique list.
Ability (16th level) – The Specialist gains one Ability of his choice from his favored type.
Resistance (20th level) – Moves of her chosen type are one step less effective against the Specialist

Pokemon Soldier
Prerequisites: Proficiency with Light Armor and Simple Weapons
Proficiency: Soldiers gain Medium Armor and Military weapon proficiency
Features: A Soldier gains the following career features:
Technique (11th level) – The Soldier learns one 1st level Steel-type technique.
Technique (11th level) – The Soldier learns one 2nd level Steel-type technique.
Solid (12th level) - The Soldier gains the Heavy Armor Proficiency or Superior Weapon Proficiency feat for free.
Ability (16th level) – The Soldier gains one Steel-type Ability of his choice. It only functions so long as he is wearing armor.
Tank (20th level) – The Soldier gains the Steel type as his secondary type so long as he is wearing at least Medium Armor.

Pokemon Trancer
Prerequisites: Cha 14+, Born Psychic
Proficiency: Trancers are not proficient with any additional equipment.
Features: A Trancer gains the following career features:
Paranormal (11th level) – The Trancer can speak telepathically as if she were a Psychic Pokemon. She gains the Telekinesis special power, enabling her to lift objects at a range equal to her Charisma mod and using her Charisma mod as her effective Strength score.
Psychic (11th level) – The Trancer gains the Psychic type as her secondary type. She may choose Psychic techniques in place of talents.
Ability (12th level) – The Trancer gains one Psychic-type Ability of her choice.
Telekinetic (16th level) – The Trancer uses her full Charisma score to determine her range and effective Strength score when moving objects.
Detect Thoughts (20th level) - The Trancer gains the Mind Read special power.

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