"Mathematician Beta v0.2" By Botherer (https://pastebin.com/u/Botherer) URL: https://pastebin.com/AmnjpgSm Created on: Saturday 13th of August 2011 06:30:08 PM CDT Retrieved on: Sunday 1 of November 2020 03:10:52 PM UTC Mathemetician Advanced Feature Prerequisites: Researcher, 20 INT Ability Bonus: Intelligence Bonuses: +1 INT Class Features: Motion Calculations Base Features Motion Calculations: Mathematician Feature (Trainer Action – League Permitted) Daily – Every 5 levels gained, you may perform this Feature another time Target: A Ranged move your Pokémon knows Effect: Roll 1d20 and add your INT modifier. If the total exceeds 20, on your next turn, the Pokémon’s Accuracy roll for that move will require 2 less to hit. A roll of 1 will still miss, even if the decrease would otherwise permit it. Cost Optimization: Mathematician Feature (Trainer Action – League Illegal) Pre-requisites: Mathematician Daily – Every 10 levels gained, you may perform this Feature another time Target: A Trainer attempting a feature with a monetary cost Effect: Roll 1d20 and add your INT modifier. If the roll exceeds 20, the Trainer may attempt the feature at 80% of its original cost. General Concept : Mathemeticians make strides to practically apply the formulae and theorems they’ve learned in every day life – Pokémon battling inclusive. Attack Reading (Free Action, League Permitted) Pre-requisites: Mathematician, Game Plan or Game Plan +, Mathematics Mastery Daily Trigger: A Trainer or Pokémon uses a move or feature that deals damage or inflicts a status ailment Effect: Roll 1d20 and add your INT modifier. If the result exceeds 25, you may use Game Plan or Game Plan + as an Interrupt. This depletes a use of Game Plan as well as this feature’s use, regardless of whether or not the feature is successful. Cost Optimization +: Mathematician Feature (Trainer Action – League Illegal) Pre-requisites: Mathematician, Cost Optimization, used Cost Optimization five times successfully Daily – Every 10 levels gained, you may perform this Feature another time Target: A Trainer attempting a feature with a monetary cost Effect: Roll 1d20 and add your INT modifier. If the roll exceeds 20, the Trainer may attempt the feature at 60% of its original cost. This feature replaces Cost Optimization. Effective Force Application: Mathematician Feature (Trainer Action – League Permitted) Pre-requisites: Mathematician Daily – Every 8 levels gained, you may perform this Feature another time Target: A Melee-ranged move that consults the user’s Weight Class Effect: Roll 1d20 and add your INT modifier. If the total exceeds 20, on your Pokémon’s next turn, the Pokémon is treated as if its Weight Class is increased by an amount equal to half the user’s WIS modifier, up to Weight Class 6. Mathematics Tutor: Mathematician Feature (Trainer Action – League Illegal) Pre-requisites: Mathematician, Mathematics Mastery Daily – Every 10 levels gained, you may perform this Feature another time Target: Your Pokémon whose move was targeted by Acceleration!, Effective Force Application, Motion Calculations (+), Optimized Motion Transfer, or What Comes Up Must Come Down Effect: Select a feature that you used on a Pokémon’s move. Roll 1d20 and add your INT modifier. If the roll exceeds 20, the Pokémon becomes able to use that feature at a Daily frequency when using the targeted move as a Free Action. When doing so, it must roll the check itself, adding its Intelligence capability to the check. A Pokémon may only possess one affected by Mathematics Tutor at any one time. Mathematics Mastery: Mathematician Feature (Static – League Permitted) Pre-requisites: Mathematician, 5 Mathematician Features Static Trigger: You use a Mathematician Feature Effect: Add half of your WIS modifier to your roll. Motion Calculations +: Mathematician Feature (Trainer Action – League Permitted) Pre-requisites: Mathematician, used Motion Calculations ten times successfully Daily – Every 5 levels gained, you may perform this Feature another time Target: A Ranged move your Pokémon knows Effect: Roll 1d20 and add your INT modifier. If the total exceeds 20, on your Pokémon’s next turn, the Accuracy roll for that move will require X less to hit, where X is your WIS modifier halved. A roll of 1 will still miss, even if the decrease would otherwise permit it. This feature replaces Motion Calculations. Optimized Motion Transfer: Mathematician Feature (Trainer Action – League Permitted) Pre-requisites: Mathematician Daily – Every 8 levels gained, you may perform this Feature another time Target: A Melee-ranged, single target move your Pokémon knows Effect: Roll 1d20 and add your INT modifier. If the total exceeds 15, on your Pokémon’s next turn, the selected move gains the “Push” keyword. A Pokémon pushed as a result of this feature are pushed back 3 meters; if they are pushed into Blocking Terrain, it takes an additional 2d10 damage. If the target is pushed into another Legal Target, instead, both take 1d10. This feature stacks with moves that already have the “Push” keyword. Quick Crunch: Mathematician Feature (Free Action – League Permitted) Pre-requisites: Mathematician, Mathematics Mastery Daily – Every 15 levels gained, you may use this feature another time Target: Self Effect: You may attempt to use two Mathematician features in a single Trainer action. This feature may only be used once per turn. What Comes Up Must Come Down: Mathematician Feature (Trainer Action, League Permitted) Pre-requisites: Mathematician, Motion Calculations + Daily – Every 8 levels gained, you may perform this feature another time Target: A Ranged move your Pokémon knows -Launch an attack upwards to hit the opponent that does xd10 additional damage, where X is half of your WIS modifier; then roll 1d20 and add your INT modifier; if the result is less than 20, the attack requires 2 extra to hit on the Accuracy Check. Acceleration!: Mathematician Feature (Trainer Action, League Permitted) Pre-requisites: Mathematician Daily – Every 8 levels gained, you may perform this feature another time Target: A Melee-ranged move with the “Dash” keyword your Pokémon knows Effect: Roll 1d20 and add your INT modifier. If the total exceeds 15, on your Pokémon’s next turn, the selected move deals an additional Xd10 damage, where X is half of your WIS modifier.