The Sand Walker
Name : Jal Shadid
Age : 13
Height : 5'3"
Weight : 100
Trainer XP : 1 / 10
Training XP: 12
Loyalty unspent*: 1
Class : Level 33 Shadid Clan Ambassador
- Shadid [Prestige] (Survivalist/Stone Warrior)
- Tumbler
- Oracle
- [Class Slot]
- [Advanced Class Slot]
Bio:
“The desert, when the sun comes up…I couldn't tell where heaven stopped and the Earth began.”
The desert is a stern teacher. In the day, the land boils and at night it is colder than the grave. Powerful winds, flay the life from your body, and the shifting sands rob you of your strength. In this harsh, and hard land, only the most determined life can survive.
None are more determined than the Shadid.
For as long as anyone can remember, the Shadid have walked the desert. In the heat of the day, they learned to find shelter, and from the frigid nights, create warmth. From the sands they learned the correct way to walk, and from the wind they learned how to dance. And while the desert is a stern teacher, let it not be said that it does not reward diligent students.
The Shadid are blessed with a powerful bloodline, and those that bear it can command the very earth around them. It is into this family, that Jal Sadid was born.
A stern, quiet young man, with sharp eyes and a strong body. Jal bears his family's bloodline proudly and one day hopes to be a Shaman like his father.
But before he can do so, he must become a man, and so he must journey out, alone, and see what the world has to offer.
AND THOUGH HIS BENDING SKILLS ARE GREAT, ITS GOING TO BE A LONG TIME BEFORE HE'S READY TO SAVE ANYONE
BUT I BELIEVE, JAL CAN SAVE THE WORLD
*cue theme music*
Themes
Straight Theme, No battle
Secret Theme, not for the faint hearted
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Skills and Stats
Skills and Attributes |
Body |
Acrobatics: |
7(8)(+2) |
Athletics: |
4(+2) |
Combat: |
3 |
Intimidate: |
2 |
Stealth: |
2 |
Survival: |
6(8) |
Mind |
Guile: |
2 |
Perception: |
6 |
Education: General |
2 |
Education: Occult |
4 |
Education: Tech |
2 |
Spirit |
Charm: |
1 |
Command: |
4 |
Focus: |
2 |
Intuition: |
3 |
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Combat Stats |
Hit Points |
172/172 |
Injuries |
0 |
HP |
31 |
Attack |
10 |
Defense |
23 |
Sp. Attack |
5 |
Sp. Defense |
22 |
Speed |
11 |
Evasion |
Phys. |
4+2(gear) |
Spec. |
4+2(gear) |
Speed |
2+2(gear) |
Cond. |
+2 (Sandstorm) |
DR |
Base |
5 |
Intercepting |
+5 |
Fire |
+20 (ability and equip) |
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Moves, Capabilities and Features
Action Points: 11/11
JAL
Signature Feature: (something to do with resisting on intercept)
Gift of Flying
+5 Levels (to who?)
Soft: Sand Stream Z
Gift of Rock
+20,000 dosh
Signature Item: Jal's Scarf
Ability: Sand Stream Z
At-Will - Swift Action
Effect: The Weather changes to a Sandstorm until the end of the user's next turn. The user and all allies in a Burst 1 gain +5 Damage Reduction for one full round.
Bonus: The user is immune to HP loss from Sandstorms. This immunity (along with any other effects the user has that are triggered or affected by Sandstorm) extends to their allies whenever the Sandstorm is one they created.
PM Falc: The base Sig Feat, which is ??? probably resist on interception since that was being thrown around
PM Falc: Sig item, S.C.A.R.F
PM Falc: Breaker Ability (Sand Stream) on Soft, aimed at making it more team friendly and such
Chalice Boon - Emerald Comet
If only the Dragoons could look upon you. They would know that their legacy was finally complete.
Prerequisites: Automatically gained upon completing the Rite of Strength with the very essence of Rayquaza.
Permanent
Effect: Unlocks the Dragoon [Advanced] Class. You immediately gain your choice of Elemental Connection (Dragon) or (Flying) for free, even if you would otherwise be ineligible (if you are already at your limit of Elementalist classes, you still cannot take another). +1 to all Base Stats, +6 Stat Points to distribute as desired. +2 Attack. +2 Special Attack. Learn up to three Moves of your choice from Rayquaza's Level-Up Move List (except Dragon Ascent). +2 High Jump/Long Jump. You may add +2 to a movement Capability of your choice, or gain one of Burrow/Sky/Free Floating at a value of 2. Choose one of Aura Reader or Telepath. You gain the chosen Capability alongside Glow, Guster, Spacefarer, and Vacuum Immunity.
Special: You may immediately take the Minor Gift and one Major Gift from Rayquaza. This does not conflict with existing Gifts from Groudon or Kyogre, nor will future Gifts.
Bonus: +1 Feature
Note: Upon gaining this Boon, you suffer 7 Soul Injuries. You can no longer benefit from Rite of Strength.
Selected Gains: +1 to all Base Stats, +8 Attack, +2 Special Attack. [Dragon or Flying] Elemental Connection. Gain Moves [Fly][TBD][TBD], +6 Sky, +4 High Jump, +4 Long Jump, +2 Free Floating, Aura Reader, Glow, Guster, Spacefarer, Vacuum Immunity. [Minor Gift][Major Gift], Dragoon (Advanced Class), Rocket.
Elemental Connection (rock) |
Prerequisites: |
Survival Drive |
Prerequisites: Adept Survival |
Learn Bulk Up |
Traveler |
Prerequisites: Novice Survival |
You may use Survival instead of Athletics and Acrobatics to determine your Power Capability, High Jump, and Long Jump values. Determine your Overland Movement by substituting your Survival Rank for the lower of your Athletics or Acrobatics Rank. |
Acrobat |
Prerequisites: Novice Acrobatics |
Effect: Increase your Jump and Long Jump Capabilities by +1 each. |
Type Sync |
Prerequisites: Elemental Connection; a Type-Linked Class*; Adept Medicine, Occult, or Tech Education. |
Target: Your Pokémon Effect: The Target gains the Type of your Elemental Connection as an additional Type, or has one of their Types replaced by that Type. See the Type Changes section (page 436) for more information and suggestions. A Pokémon may be targeted by Type Sync only once. This Feature may be performed One Time for each Rank above Untrained you have of your highest of Medicine, Occult, or Tech Education, up to a maximum of 4 times at Master Rank. |
Mystic Senses |
Prerequisites: Novice Intuition |
Effect: You may use Intuition instead of Charm to improve the disposition of Wild Pokémon. You may not take Mystic Senses if you have the Elemental Connection Edge, and you may not take Elemental Connection if you have Mystic Senses. |
Name |
Prerequisites: |
- |
Agility Training |
[Training] [Orders] At-Will – Special |
Prerequisites: Novice Athletics, Untrained Command |
Effect: The target becomes Agile until the end of the effect duration. Agile Pokémon gain a +1 bonus to Movement Capabilities and +4 to Initiative. |
Quick Switch |
2 AP – Free Action |
Prerequisites: Novice Acrobatics or Novice Guile |
Trigger: Your Pokémon Faints; or an opponent sends out a Pokémon Effect: You may return and send out a Pokémon as a Free Action. You may perform this Feature on your turn without a Trigger. Pokémon sent out by Quick Switch cannot trigger another trainer’s Quick Switch. When you swap Pokémon using Quick Switch, you do not lose a Pokémon turn. |
Defender |
[+HP] Static |
Prerequisites: Adept Athletics |
Using the Intercept Maneuvers requires only a Shift Action Interrupt. |
Shamshir Technique |
Static, Signature Feature |
Prerequisites: Unique to Jal Shadid |
Effect: Calculate your Initiative using your Defense stat instead of Speed. The first intercept maneuver you make during a round of combat is a Free Action, but the DC to reach the target is doubled. Bonus: You gain +5 DR when intercepting for an ally. |
Survivalist |
[Class][+HP] |
Prerequisites: Novice Survival |
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. (Desert) (Urban) |
Trapper |
[+HP] Daily x2 – Extended Action |
Prerequisites: Survivalist, Adept Survival |
(check survivalist page) |
Terrain Talent Rank 1 |
Prerequisites: Rank 1 Prerequisites: Survivalist, 2 Mastered Terrains |
Gain Traceur and Dune walker (check ability section) |
Stone Warrior |
[Class][+DEF] |
Prerequisites: Elemental Connection (Rock), Novice Combat, Novice Survival |
You learn the Moves Rock Tomb and Wide Guard. |
Rock Power |
[Ranked 2][+DEF] |
Prerequisites: Adept Combat or Survival |
Each Rank, choose one of Sturdy, Rock Head, Run Up, or Sand Veil. You gain the chosen Ability. If you choose Sand Veil, you may consider sand a “solid surface” for the purposes of Stone Stance. |
Stone Stance |
Bind 2 AP – Standard Action |
Prerequisites: Stone Warrior |
see stone warrior page in game of throhs |
Stone Stance Mastery |
Static [+DEF] |
Prerequisites: Stone Stance, Master Combat or Survival |
Whenever you bind Stone Stance, you may choose two Stances and apply the effects of both. |
Name |
Feat Details |
Prerequisites: |
Effect |
Tumbler |
[Class][+SPD] |
Prerequisites: Acrobat |
You gain the ability Run Away |
Aerialist |
[+Speed] Static |
Prerequisites: Tumbler |
You learn the Moves Aerial Ace and Splash. |
Death from Above |
[+Speed] Static |
Prerequisites: Aerialist, Expert Acrobatics |
Effect: You learn the Moves Acrobatics and Bounce. |
Flip Out |
Static +SPD |
Prerequisites: Aerialist, Adept Acrobatics |
Your Tumbler Moves gain additional effects. Aerial Ace:If you don't test for crit, gains pass Splash once per scene can be used as interrupt if you get hit. Gain DR = 2*ACRO Acrobatics: works with held item Bounce:Doesn't trigger hazards, destroys all hazards burst 1 landing |
Burst of Speed |
Scene – Free Action [+Speed] |
Prerequisites: 5 Tumbler Features, Master Acrobatics |
Trigger: You end your turn Effect: Select an Initiative Count equal to half of your own Initiative or less; you may take an extra turn at that point in the round. |
Quick Reflexes |
[+SPD] Static |
Prerequisites: Tumbler, Expert Acrobatics |
You gain the Dodge Ability. |
Oracle |
[Class] +SDF, Static |
Prerequisites: Novice Perception, Mystic Senses |
Gain Pickup ability |
Divination |
+SDF, Daily x3 Extended |
Prerequisites: Oracle |
See Book |
Unveiled Sight |
+SDF, Static |
Prerequisites: Oracle |
See Book |
Prescience
[+Special Defense]
Prerequisites: Unveiled Sight, Master Perception
Scene – Free Action
Trigger: You are hit by an attack
Effect: The attack instead misses.
Struggle |
AW — AC 4 |
Normal — Physical |
DB4 1d8+6 |
Melee |
Bulk Up |
EOT — AC0 |
Status — Physical |
- |
Self, Raise the user’s Attack 1 Combat Stage and raise the user’s Defense 1 Combat Stage. |
Rock Tomb |
AW — AC 5 |
Rock — Physical |
DB 2d6+8 / 15 |
Range 6, 1 target, Rock Tomb lowers the target’s Speed by -1 Combat Stage |
Wide Guard |
Scene — - |
Rock — Status |
- |
Burst 1, Interrupt, Shield, Trigger, If an Ally adjacent to Wide Guard’s user is hit by a Move, you may use Wide Guard as an Interrupt. All targets adjacent to Wide Guard’s user, including the user, are instead not hit by the triggering Move and do not suffer any of its effects. |
Aerial Ace |
EOT — |
Flying — Physical |
DB6 2d6+8 |
Melee, cannot miss |
Splash |
AW — |
Normal — Status |
- |
Self, Shift Action - The user may make a single Jump, adding +1 to their Long Jump and High Jump values, and gains +2 Evasion until the end of their next turn. (passively gain +1 Long jump) |
Acrobatics |
EOT — AC 2 |
Flying — Physical |
DB6 2d6+8/15 |
Melee, Dash, 1 Target If the user is not holding an item, Acrobatics instead has a Damage Base of 11 (3d10+10 / 27). |
Bounce |
Scene x2 — AC 4 |
Flying — Physical |
DB9 2d10+10 |
Melee, 1 target, dash, full action, The user first Shifts, gaining a +1 Bonus to Movement Speed and to their Jump Capabilities. After the user Shifts, they may attack with Bounce. The target becomes Vulnerable, and is Paralyzed on 16+. (passively gain +1 High Jump) |
Precipice Blades |
Scenex2 — AC 5 |
Ground — Physical |
DB12 3d12+10 |
Burst 1, Smite, (Legend Gift) |
Minor Gift - Landmaster |
Static |
Prerequisites: BE THE BEST |
Effect: You gain the Groundshaper Capability. You treat Rough Terrain that is rocky or sandy or that is created by Groundshaper as Regular Terrain. Lava and magma no longer impede you, and you may swim through them as if they were water. |
Major Gift - Fury of the Earth |
Static |
Prerequisites: BE BETTA |
Effect: You gain the Drought Ability. You learn the Move Precipice Blades. |
Sand Veil |
Static |
The user’s Evasion is increased by +2 while in a Sandstorm. The user and allies adjacent to the user are not damaged by the Sandstorm. |
Traceur |
Static |
The city is your jungle. You gain a +1 Bonus to your Jump Capabilities. Add half your Survival Rank to your Evasion against Push, Trip, and Attack of Opportunity Maneuvers |
Dune Walker |
Static |
Your long hours in the unforgiving desert have made you inured to sand and heat. You’re immune to the effects of Sandstorm, Sand-Attack, and Sand Tomb, and you gain 5 Damage Reduction against Fire-Type attacks. |
Run Away |
Static |
The user cannot be Slowed, Stuck, or Trapped. The user does not provoke Attacks of Opportunity by Shifting. |
Dodge |
Daily – Free Action |
Trigger: The user is hit by a Damaging Move Effect: The triggering Move instead misses. Defensive |
Sand Force |
Static |
While in a Sandstorm, the user’s Ground, Rock, and Steel-Type Direct-Damage Moves deal +5 Damage. Immune to sandstorm |
Pickup |
Daily - Extended Action |
You may use Pickup as an Extended Action that requires at least 5 minutes. Roll 1d20, consult the Pickup keyword to figure out what you find! |
Drought |
Scene -Free Action (Legendary Gift) |
The Weather changes to be Sunny for 5 rounds |
Discipline(Iron Badge) |
Scene – Free Action |
Effect: If the user gains initiative and is Confused, Enraged, Infatuated, or Flinched, they may activate Discipline to cure themselves of any of these conditions. |
Name |
Frequency |
Effect |
- Overland 10
- Underwater 5
- High Jump 5+4
- Long Jump 7+4
- Power 5
- Throw 8
- Weight Class 3
- Size medium
- Naturewalk (Desert)
- Naturewalk (Urban)
- Materializer
- Groundshaper (Legendary Gift)
- Darkvision(riot helm)
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Growth Log
Level 1 Creation:
Base Stats: HP 12, Attack 5, Defense 8, Sp. Attack 5, Sp. Defense 10, Speed 5
Background: Desert Nomad Adept Survival, Novice Combat, Pathetic Charm, Pathetic Gen Education, Pathetic Tech Education
Edges: Elemental connection (rock), Novice Acrobatics, Survival Drive, Traveler
Features: Prestige Class: Shadid (Stone warrior, Survivalist)(+Def +HP, Rock Tomb, Wide Guard, Mastered desert), Shadid(Stone Stance/Natural Fighter)(+Def +HP) Shadid(Rock Power 1, Trapper)(+Def +HP, Sand Veil), Quick Switch
Level 2: Acrobat, Novice Athletics, +HP
Level 3: Tumbler(+SPD), +ATT
Level 4: Adept Athletics, + ATT
Level 5: Defender(+HP)(free), Aerialist(+SPD), +DEF
Level 6: Expert Survival, Adept Acrobatics, +HP
Level 7: Shadid(Rock Power 2, Wilderness Guide)(+DEF, +HP)+DEF
Level 8: Expert Acrobatics, +HP
Level 9: Shadid (Shards of Stone, Terrain Talent 1)(Urban, Desert)(+DEF,+HP)+HP,
Level 10: Novice Occult, Adept Occult, Type Sync, +HP
Level 11: Quick Gymnastics(+SPD), +HP
Level 12: Master Survival, Novice Perception, +HP
Level 13: Shadid(Stone Stance Mastery, Adaptive Geography)(+DEF +HP), +DEF
Level 14: Master Acrobatics, +DEF
Level 15: Shadid(Stone Cold Finish, Terrain Talent 2)(Forest, Wetlands)(+DEF +HP)
Level 16: Adept Perception, +SDEF
Level 17: Flip Out(+SPD), +SDEF + (Minor Gift: Landmaster)
Level 18: Expert Perception, +SDEF
Level 19: Death From Above(+SPD), +SDEF +(Major Gift: Fury of the Earth)
Level 20: Virtuoso Acrobatics, Virtuoso Survival, Novice Intuition, +SDEF
Level 21: Burst of Speed(+SPD), +ATT
Level 22: Mystic Senses, Heroic Acrobatics, +ATT
Level 23: Oracle(+SDEF), +HP
Level 24: Master Perception, +DEF
Level 25: Divination(+SDEF), +DEF
Level 26: Novice Command, +SDEF
Level 27: Unveiled Sight(+SDEF), +DEF
Level 28: Adept Command, +ATT
Level 29: Prescience(+SDEF)
Level 30: Untrained General, Signature Move: Wide Guard, +HP
Level 31: Small Prophecies(SDEF), +HP
Level 32: Untrained Tech, +DEF
Level 33: Mark of Vision (SDEF),+HP
Stats from Growth: 18HP, 5ATT, 15DEF, 11SDEF, 6SPD
Badges
Onyx Badge (accessory, gives infiltrator)
Bronze Badge (accessory, keen eye)
Moonstone Bade (accessory, serene grace)
Iron Badge(accessory, Discipline)
Pearl Badge(accessory, Vanguard)
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Items
poke: 30600
Equipment |
Head |
Riot Helmet(AR, Darkvision) |
Body |
Wardens Armour |
Main Hand |
- |
Off-Hand |
Riot Shield |
Feet |
Athletic Shoes |
Accessory |
Fire Brace |
Accessory 2 |
Iron Badge |
Riot Helmet |
Grants the Hazard Immunity Capability and immunity to Moves with the Powder keyword. The user gains 15 Damage Reduction against Critical Hits. The user resists the Moves Headbutt and Zen Headbutt and can’t be flinched by these Moves. Mod Capacity: 1 |
AR Display |
Head mod. Integrates an artificial reality system directly into the optics. It functions similarly to a Datajack and may be used to see data in real-time. It's quickly become a popular choice for Trainers as it lets them monitor their Pokemon's health in real-time. 0 Capacity. |
Night Vision |
Head mod. Grants the Darkvision Capability. 1 Capacity. |
Riot Shield |
Riot Shields are an Off-Hand defensive item held in one hand or braced to an arm. They grant +2 Evasion and may be readied as a Standard Action to instead grant +6 Evasion and 15 Damage Reduction until the end of your next turn, but also cause you to become Slowed for that duration. If used Two-Handed, shields can also function as a Small Melee Weapon. |
Warden's Armour |
Grants 5 DR, lowers Initiative by -5. Comes pre-installed with the Synthetic Muscle augmentation, granting +2 Power and +1 to both Jump Capabilities. Costs 2 Capacity. |
Athletic Shoes |
Athletic Shoes grant a +2 bonus to Athletics and Acrobatics Checks. They additionally increase your Overland, High Jump, and Long Jump Capabilities by +1. |
3 cubic meters of tent |
1200poke |
gas mask |
1500poke |
Rebreather |
gift |
Swimming fins |
gift |
Weighted Net |
150hp thanks frankland |
Earth-Breaker's Talisman |
Grants one use of the Move Precipice Blades, using Groudon's own stats instead of the user's. May have other effects as well. |
Fluffy Armor(deleted) |
[Light Armor (Base) + Speed Focus + Electric Plate (8) + Mareep's Wool] Light Armor (Enchanted) Grants the Static Ability. Prevents the wearer from being Paralyzed. Any time an opponent uses a Melee Move on you, their Speed is reduced by -2 Combat Stages. |
Waterproof Lighter |
is what it is |
Waterproof Flashlight |
Waterproof Flashlight |
Water Filter |
filters water |
Rope |
50 feet, 20hp, 2000lb tensile strength |
Coral Knife |
Can do water typed struggles. Cheap shot adept move. |
Pokeball |
Basic ball, it catches pokemon |
x3 |
Spacial Ball |
+4 Cap Mod on Space Mons |
x1 |
Net Ball |
-20 Modifier, if the target is Water or Bug type. |
x2 |
Heavy Ball |
-5 Modifier for each Weight Class the target is above 1. |
x1 |
Dusk Ball |
Dusk stuff probably |
x1 |
Haban Berry |
Weakens a foe's super effective dragon type move |
x5 |
Dire Hit |
Increases Critical Hit Range of all moves by +2. (xitem) |
x1 |
Abyssal Vial |
Grants the effects of Kyogre's Minor Gift(Seamaster) for one day. |
x1 |
Blood Potion |
Heals 50 HP. Prevents Vitality loss for the next 24 hours. |
x1 |
TM66 Payback |
its a tm |
x1 |
TM123 Overwhelm |
its a tm |
x1 |
TM125 Glamour Wave |
its a tm |
x1 |
Potion |
Heal 20 |
x5 |
Hyper Potion |
Heal 70 |
x3 |
Full Heal |
Cure Persistent Status effects |
x3 |
Revive |
Revives |
x2 |
Life of the Acrobat |
"A best-selling inspirational biography detailing the life of ???. Despite being paralyzed from the waist down at the age of 7 due to a car accident, she later went on to win an Olympic gold medal in gymnastics." Expert Acrobatics: You gain a +2 bonus to your High Jump and Long Jump Capabilities. Heroic Acrobatics: When making a controlled fall consider your High Jump value doubled for the purposes of ignoring meters fallen. Falling no longer inflicts additional injuries based on the distance fallen. |
The Tale of Red |
"Everybody knows the story of Red, a boy prodigy that rose to the challenge and defeated Team Rocket all on his own. But most lack the details, compiled from stories and interviews with eyewitnesses. They tell the tale of a Trainer whose mastery over Pokemon was unparalleled. Red's childhood friend Blue writes the foreword." Expert Command: When your Pokemon attempt to Take a Breather, roll a Command check with a DC of 20. If successful they do not have to Shift away, are not Tripped or made Vulnerable, may choose which effects they wish to apply to themselves, and may do so ignoring any effect that would prevent them from Taking a Breather (such as Confusion or Rage). Heroic Command: Once per turn you may give one set of [Orders] as a Free Action. This effect may be used alongside Commander's Voice and other relevant effects. You cannot use Focused Command as a Free Action, but if otherwise used on your turn, the [Orders] you give with this effect applies to both Pokemon. |
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