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Trap Catcher

Trap Catcher Capture Specialist Archetype
[Class][+Speed][Archetype]
Prerequisites: Acrobatics, Athletics, Stealth, or Survival at Novice; Guile, or Perception at Novice
Static
Effect: You gain two Capture Techniques of your choice. You must meet any prerequisites of the Technique.
Capture Techniques
Capture Skills
Prerequisites: Trap Catcher
Static
Effect: You gain a Skill Edge for which you qualify. It must be applied to Acrobatics, Athletics, Stealth, Survival, Guile, or Perception. You may take Capture Skills up to two times.
    Baiting
Prerequisites: Trap Catcher
Static
Effect: As a Standard Action, you may spend one piece of bait in order to use the Move Sweet Scent as if it were in your Move List (Frequency still applies).
    Devitalizing Throw
Prerequisites: Trap Catcher
1 AP – Free Action
Trigger: A Pokémon escapes from a Poké Ball you threw
Choose One Effect: The triggering target becomes Slowed; the triggering target loses one Combat Stage in a Stat of your choice; or the triggering target suffers a -3 penalty to their next Save Roll.
    Fast Pitch
Prerequisites: Trap Catcher
1 AP – Standard Action, Priority (Advanced)
Effect: You immediately throw a Poké Ball.
    Snare
Prerequisites: Trap Catcher
Static
Effect: You subtract -10 from Capture Rolls made against Pokémon drawn into an encounter by Bait, that are currently distracted by Bait, or are in a Hand Net, Lasso, Weighted Net, or Stuck because of a Glue Cannon.
    Tools of the Trade
Prerequisites: Trap Catcher
Static
Effect: Add +2 to all Accuracy Rolls made with Poké Balls, Hand Nets, Lassos, Weighted Nets, Glue Cannons and Cap Cannons. Add +2 to Athletics Checks made when reeling in a Pokémon with a Fishing Rod, and add +4 to 1d20 rolls made to see if a Pokémon is attracted by Bait or a Fishing Lure.
    Catch Combo
Prerequisites: Trap Catcher, 3 of Acrobatics, Athletics, Stealth, Survival, Guile, or Perception Skills at Expert Rank
Daily – Free Action
Trigger: Your Pokémon’s attack faints a Wild Pokémon.
Effect: You may immediately throw a Poké Ball against the triggering Wild Pokémon, and it may be Captured even though it is knocked out. Calculate Capture Rate as if the target had 1 HP. If the Capture Attempt fails, the Pokémon is knocked out as normal.
    Lasso Skill
Prerequisites: Trap Catcher, 3 of Acrobatics, Athletics, Stealth, Survival, Guile, or Perception at Expert Rank
Static
Effect: Whenever you have a Lasso equiped, you are considered to have the Threaded Capability.
    Big Game Hunting
Prerequisites: Pokemon Trapper
At-Will
Target: A wild pokemon that has set off your trap.
Effect: The target becomes your Quarry. You may only have Quarry at a time and may switch it whenever this feature is triggered. As long as your Quarry remains in their natural enviroment, you and your Pokémon automatically pass any Skill Checks to track that Pokémon

Advanced Capture Techniques

[Ranked 4][+Speed]
Rank 1 Prerequisites: Trap Catcher
Rank 2 Prerequisites: Trap Catcher, any 2 Skills at Adept Rank
Rank 3 Prerequisites: Trap Catcher, any 2 Skills at Expert Rank
Rank 4 Prerequisites: Trap Catcher, any 3 Skills at Expert Rank
Static
Effect: Each Rank you gain two Capture Techniques of your choice. You must meet any prerequisites of the Technique. You may qualify for Advanced Capture Techniques’ prerequisites with the Acrobatics, Athletics, Stealth, Survival, Guile, or Perception Skills only.
      Pokemon Trapper
[+Speed]
Prerequisites: Advanced capture techniques rank 1, any Trap Catcher skill at adept
At-Will - Extended action
Cost: $50
Effect: You create a Makeshift Trap. You may consume up to 4 Makeshift Traps as a Standard Action to place a corresponding square of Trap Hazards for each one adyacent to you or to another adyacent Hazard. You may only place up to 8 hazards this way in any given battlefield. Trap Hazards require a Perception Check equal to your highest Trap Catcher Skill Rank times 3 to be spotted, and cause grounded foes who run into them to Trip but are destroyed in the process. This Hazards are unstable and are destroyed after 1 hour even if they aren't Trigger. As an Extended Action, you may combine a Makeshift Trap with another item to grant it special effects depending on the item (the resulting trap can't be combined again). If a Combined Trap is destroyed without been trigger, the item that was added is dropped.
  • Pester Ball: When run over cause the Pester Ball's effect.
  • Poké Ball: When run over the Poké Ball attemps to capture the target.
  • Net: When run over the net hits the target.
  • Caltrops or Toxic Caltrops: The properties of Spikes/Toxic Spikes are added to the trap. You may combine a single unit of Caltrops with up to 8 Makeshift Traps, but all of them need to be left intact in order for you to recover the Caltrops.
  • Removing a Seed Bag Move from your Move List: When run over the Move hits the target. You may combine a single Move with up to 4 Makeshift Traps
  • Random Rocks you Found on the Ground: When run over the target takes damage equal to your highest Trap Catcher Skill Rank.
    Trapped Pokemon
[+Speed]
Prerequisites: Advanced Capture techniques rank 3, Pokemon Trapper
Static
Effect: You may give one of your Makeshift Traps to your Pokémon as a Held Item. This item is consumed when the holder hits or is hit by a Melee Attack, activating the additional effects of the trap (excluding the Trip Effect) on the target.

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