Post by Seya on Jun 1, 2017 11:30:56 GMT
To start-- I didn't realize until the class was finished that there was already a PTU homebrew called 'Charlatan', but I like the word too much to change it. Also the old one found (here) is very outdated, and overall extremely different! Mine was originally based on TBG’s ‘Gambler’ class found here. I attempted to make it less ‘meta’ and more of an entertainer-swindler!
Art by Pinlin.
Charlatan
[Class][+Speed]
Prerequisites: Novice Guile; Novice Perception or Stealth
Effect: You can gain and spend Ruse Points.
Hoax
[+Speed]
Prerequisites: Charlatan
1 AP – Standard Action
Target: Your Pokémon
Effect: The target gains the Mold Breaker Ability until the end of the encounter, but the AC on each of its moves is increased by 2 for this duration, as well.
This Is My Game
[Gift] [+Speed]
Prerequisites: Charlatan, Adept Guile
Static
Effect: You gain the Expert Manipulator and Dynamism Edges, and one instance of the Skill Stunt Edge. Your Skill Stunt edge must be applied to Guile, Perception, or Stealth, and is subject to GM approval.
“Luck” Architect
[+Speed]
Prerequisites: Charlatan, Adept Guile, Adept Stealth or Perception
Static
Target: Your Pokémon
Effect: Your Pokémon loses 2 Tutor Points and gains one of Serene Grace or Super Luck. A Pokémon can only learn one of these abilities this way.
Master of Deception
[Gift] [+Speed]
Prerequisites: This Is My Game, Expert Guile
Static
Effect: You gain your choice of Serene Grace or Super Luck. Additionally, spending Ruse Points is now a Free Action (this overrides Accomplice), but can still only be spent on your turn.
Accomplice
[Orders][+Speed]
Prerequisites: “Luck” Architect, Expert Guile, Expert Stealth or Perception
At-Will – Swift Action
Target: Your Pokémon
Your Ruse Points can now be spent on the following effects, at a limit of one effect per round:
The House Always Wins
[+Speed]
Prerequisites: Five Charlatan Features, Master Guile
Daily x2 – Swift Action
Trigger: You or your Pokémon make an Accuracy Roll or Skill Check
Effect: Add the value of your Guile Rank to the result of the Accuracy Roll or Skill Check. This can be done after rolling, but must be stated before any results of the roll are announced. The new result triggers Effect Ranges and Critical Hit Ranges as if the modified value was the original value of the die. After the roll has been resolved, you lose all current Ruse Points.
It's my first homebrew, so discussion about balance is more than welcome. It's been approved as-is as a class to use in a game , but I'm still welcoming feedback!
Art by Pinlin.
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Google Drive View: Seya's PTU 1.05 Charlatan
Charlatan
[PTU 1.05 Homebrew]
‘Fighter’ Class Type
Google Drive View: Seya's PTU 1.05 Charlatan
Charlatan
[PTU 1.05 Homebrew]
‘Fighter’ Class Type
Active Pokémon Support - **
Passive Pokémon Support - *
Trainer Combat - **
Associated Skills: Guile, Perception, Stealth
Pick a card, any card—but please do ignore that nick in the corner! Masters of swindling, deceit, and sleight of hand, the often-charismatic Charlatans play their foes like a whole different game, often turning gambles and
battles in their favor. If viewers start catching on to a Charlatan’s ruses, clearly they’re not doing it right.
The Charlatan class takes the idea of a deceptive entertainer and runs with it, using loaded dice and prestige to befuddle a crowd or quickly wear down an opponent with manipulation and incredible precision. Charlatans live for being in control, putting on a show, and more than anything else guaranteeing that their ‘gambles’ pay off.
Mechanically, they strive for critical hits and volatile status conditions, using these impressive displays to gain Ruse Points and subsequently drive their successes onward. Ruses are fickle things, however, and once a thread has come loose, the whole act can unravel in a heartbeat. Charlatans find themselves particularly weak to accuracy-targeting moves and abilities, as those tend to disrupt the show!
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Charlatan
[Class][+Speed]
Prerequisites: Novice Guile; Novice Perception or Stealth
Effect: You can gain and spend Ruse Points.
Mechanic – Ruse Points
» Whenever you or your Pokémon lower a foe’s Combat Stages, you gain 1 Ruse Point.
» Whenever you or your Pokémon inflict a Volatile Status Affliction on a foe, you gain 1 Ruse Point.
» Whenever you or your Pokémon roll a natural 20 on a d20, you gain 2 Ruse Points.
» Whenever you or your Pokémon misses an attack, you lose 1 Ruse Point.
» Whenever you or your Pokémon roll a natural 1 on a d20, you lose all Ruse Points.
» You can have up to 3 Ruse Points. Ruse Points can only be gained or lost in each of the above methods once per round.
» As a Swift Action on your turn, 1 Ruse Point can be spent to add +1 to Critical Hit and Effect Ranges made by you or your Pokémon until the beginning of your next turn. You can spend up to the maximum of 3 Ruse Points per round this way divided in any way you choose.
» All unspent Ruse Points disappear at the end of the Scene.
Hoax
[+Speed]
Prerequisites: Charlatan
1 AP – Standard Action
Target: Your Pokémon
Effect: The target gains the Mold Breaker Ability until the end of the encounter, but the AC on each of its moves is increased by 2 for this duration, as well.
This Is My Game
[Gift] [+Speed]
Prerequisites: Charlatan, Adept Guile
Static
Effect: You gain the Expert Manipulator and Dynamism Edges, and one instance of the Skill Stunt Edge. Your Skill Stunt edge must be applied to Guile, Perception, or Stealth, and is subject to GM approval.
“Luck” Architect
[+Speed]
Prerequisites: Charlatan, Adept Guile, Adept Stealth or Perception
Static
Target: Your Pokémon
Effect: Your Pokémon loses 2 Tutor Points and gains one of Serene Grace or Super Luck. A Pokémon can only learn one of these abilities this way.
Master of Deception
[Gift] [+Speed]
Prerequisites: This Is My Game, Expert Guile
Static
Effect: You gain your choice of Serene Grace or Super Luck. Additionally, spending Ruse Points is now a Free Action (this overrides Accomplice), but can still only be spent on your turn.
Accomplice
[Orders][+Speed]
Prerequisites: “Luck” Architect, Expert Guile, Expert Stealth or Perception
At-Will – Swift Action
Target: Your Pokémon
Your Ruse Points can now be spent on the following effects, at a limit of one effect per round:
» 1 Ruse Point – Prediction: Before the end of your next turn, if your Pokémon is targeted by an attack, it gains +2 Evasion against that attack. This effect may only be applied once per round.
» 2 Ruse Points – Preparation: Your Pokémon automatically rolls a 14 on one d20 Roll of your choice on their next turn. This effect may only be used once per Scene per Pokémon.
» 3 Ruse Points – Prestige: The next attack your Pokémon makes before the end of your next turn automatically hits, is a critical hit, and inflicts your choice of Confused, Infatuated, or Flinched. This effect may only be used once per Scene per Pokémon, and this targeted Pokémon can no longer benefit from Ruse Points for the remainder of this encounter.
The House Always Wins
[+Speed]
Prerequisites: Five Charlatan Features, Master Guile
Daily x2 – Swift Action
Trigger: You or your Pokémon make an Accuracy Roll or Skill Check
Effect: Add the value of your Guile Rank to the result of the Accuracy Roll or Skill Check. This can be done after rolling, but must be stated before any results of the roll are announced. The new result triggers Effect Ranges and Critical Hit Ranges as if the modified value was the original value of the die. After the roll has been resolved, you lose all current Ruse Points.
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It's my first homebrew, so discussion about balance is more than welcome. It's been approved as-is as a class to use in a game , but I'm still welcoming feedback!