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PTU Builds

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Post by Skye Mon Oct 23, 2017 10:43 am

I'm looking to backfill NPCs for a potential battle-centric location for a campaign I may wish to run in the (far, far) future. As such, I'd love to have a thread of brainstorming potential character builds for me to steal be inspired by for that (far, far) future. I suppose it wouldn't hurt to have one in general, either.

It can be as silly or as serious as you like, and as brief or as in-depth as you like. A few instances, using some of my own characters as an example, would be:

  • Ace Trainer with Attack Ace, Special Attack Ace and Speed Ace, solely focused on being the best in a legal Pokemon battle.
  • A Survivalist and a Fire Ace, using Trapper and Trail Blazer respectively to constantly place hazards and control the battlefield.
  • A Hunter and a Warper, using Teleport and Ally Switch to strategically place themselves for their Hunter features.

etc.
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Post by Rhydis Mon Oct 23, 2017 10:56 am

Where to even begin with builds Wink, I have a million but i'll spare you of all of those random ideas. One in particular build i'm a 'huge' fan of is the Channeler Taskmaster build.

The idea being that you push your Pokemon in order to ensure that they perform well, but you 'always' share senses with them in order to know exactly how far you are pushing them, creating an interesting relationship.

In this instance you only really need taskmaster and channeler, but this gives you really good effect ranges, meaning triggering massive bonuses on some moves like Ancient Power, Ominous wind, etc. Can be made significantly easier, give yourself a pokemon that learns these moves and gains the Serene Grace ability (Togepi line comes to mind) and you have yourself the makings of a +1 To all combat stages on 13+ rather than 19+ (You can get +6 to effect/crit range at max)

Best bit? The Togepi line can learn Stored Power, which combined with these moves can easily get yourself a delicious 20 Damage Base at a range of 10m every other turn (Or at will with a PP UP)

Other good classes that augment this build, duelist can guarentee you a roll of 11 when used correctly, so a move with an effect on 17+ (Or lower) can guarentee it's effect range is triggered, anything that can grant simple (Double effectiveness of increasing/decreasing combat stages) will make this even more disgusting, finally any class that can augment your pokemons survivability or allow you to increase your opponents combat stages (through moves like swagger for example) can combine deliciously with channeler, as you can then exchange your base CS with your opponents increased CS, leaving them with confusion flat out, EVEN FURTHER THAN THAT, using a move like superpower REDUCES your pokemons attack combat stages, so you can swap your reduced stages with your opponents increased stages, through the use of Power Conduit. Chef is also really good at the survivability thing and can make it so that your effect range is increased more consistently too (Without the need for stages of injury/injuries to be high) though this is in short bursts due to the limitations of food/digestion buffs.

This is one of my favourite builds because of it's glorious diversity and also it's absolutely fantastic RP opportunities between trainer and pokemon.
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Post by Rhydis Mon Oct 23, 2017 11:29 am

BUILD IDEA THE SECOND

I could go on all day Very Happy

This build focuses on the ability to make your Pokemon resilient to a multitude of damage types or deal alot of damage with a specific type.

The class Fashionista grants 'chic' which allows pokemon to hld multiple items and switch between them turn after turn. Then you can take the Artificer researcher field, allowing you to create multiple type boosters and/or type braces. Your pokemon hold said boosters and/or braces and have larger diversity with their resistances and such. Being able to hold 3 type braces could make a pokemon have 15DR against it's weaknesses, or against whatever you expect to be fighting at the time.

Other things that go well with this, upgrader or pokemon caretaking make for excellent picks for your second researcher field as they augment (hah) your pokemons already diverse capabilities. Chronicler goes well with this as you want to be ready for many things and types. On the flipside you'd have charm or intuition from fashionista, which lets your take something like provocateur for the backline support, cheerleader for larger scale weaker backline support, or coordinator for even more pokemon diversity.
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Post by Paula Tergeist Mon Oct 23, 2017 12:20 pm

I will refrain from this topic for now! but when you meet a few of my characters I'll give you their builds. I just don't want to give you any hints at them. BUT THIS TOPIC STRONGLY HAS MY INTEREST!
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Post by Rhydis Mon Oct 23, 2017 1:03 pm

Build number 3!

The Pokeball master.

Pokeballs can be more than just for capturing, such is painfully obvious when you combine the juggler class, with the jailbreaker researcher branch. You can attach your cases to your pokeballs and use your juggler features to do some suprising feats, for example if you put a zap case on a pokeball, you can use Bounce shot in order to give it multiple targets, or you can attach a medicine case and baton pass stats onto one of your other pokemon with Tag In, bringing out a powerful pokemon while healing the previous one.

To go one step further you can combine these cases and bounce shot with Pester balls, (As they count as poke balls that cannot catch) meaning you can make a burning pester ball that can bounce between multiple targets, burning multiple targets, then combining that with say, a Flash case, you can also reduce their accuracy. Or if you use a Zap case you can perform an electric type struggle attack on each target as well. This makes this build a shoe in for Chemist (Which can be your second researcher field)

A poke ball cannon equipment can significantly bolster this as well.

Other classes that work well with this build are capture specialist Being able to make more diverse throws and increased throwing ranges, such as curve ball and devitalizing throw, fastpitch also lets you make these actions a priority (Advanced).

Marksman could also fit very nicely with this build as then you could throw multiple poke balls in one turn, increase your accuracy, etc, etc. Especially if you're using a pokeball cannon.
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Post by Skye Mon Oct 23, 2017 1:10 pm

I keep forgetting how bloody good you are when it comes to combat design, GM. Round of applause.
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Post by Rhydis Mon Oct 23, 2017 1:20 pm

Build number 4, "Have I had enough turns yet?"

This one requires a fair bit of setup and levels to work to it's full capacity, but can be horrendous when brought in correctly.

Tumbler is the cornerstone of this build, namely the burst of speed feature, giving you a second turn halfway down the turn order, combine this with multi-tasking and both of these turns have extra actions added to them, lets say you have gale wings from something like Wind runner, these turns can be taken as priority too, taking Signature Move, you can use Acrobatics (From tumbler) AtWill, combine this with Flip Out from tumbler and you can use the high damage base of acrobatics even though you are wearing an accessory/held item (Which could further boost this damage if you wanted)

Now lets assume you are also a Rider and a Flying Ace, your Pokemon can use Tornado Charge to get two extra standard actions, shifting you on your POKEMON turn, allowing your Pokemon to attack with multiple turns ALONG WITH YOU. If your pokemon runs out of movement? No fucking problem, you have high movement yourself from Wind Runners Flight feature. If whatever you're fighting isn't dead by that point, they're pretty fucked up Wink

Unfortunately this can only be done once per scene, but lets be honest, its much more fun for it to be that way anyway from both a mechanic and RP perspective Wink
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Post by Rhydis Mon Oct 23, 2017 1:37 pm

Build #5, another build what uses Chemist edition.

Chemist is fucking great, particularly if you can create Pester Ball: Shut down, for paralysis, combine this with Chemical warfare and you have AoE paralysis infliction, now then, lets say you're an electric ace, your electric pokemon could then use moves like Thunder wave and such to inflict some more paralysis and trigger Lockdown easily on your targets.

Using chain lightning and shocking speed you can make a delicious use of priority to make sure multiple people are hit with paralysing moves with a high effect range, such as Thunder, if you take Climatology as your second research field you can guarentee having Rain dance available and with extreme weathers you can also make it so that your opponent is permanently slowed while in rain, hell with climate control you can easily protect your weather effects by creating a dual weather with, like sun-rain, which only makes extreme weather even more effective Wink

Something that can increase the effect range of Moves that paralyse such as brutal training, taskmaster, chef and duelist can make this even more brutal. Duelist synergises with the skills required for electric ace too, as it uses focus.
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Post by Isaac(Angus) Tue Oct 24, 2017 10:25 am

If you want rider/mountable builds I have a number Razz
Namely,
Step 1 find a class that uses shift actions
Step 2 abuse the fact that while mounted you don't have to shift during your trainer turn

Some of my favourate combinations:
Marksman & rider:
Want to Aim down sights every turn? now you can! pesky melee fighters in your face? just Conquers Martch and pass through them.

Skirmisher & Rider:
+3 evation from flutter every turn? Yes please. Also both classes give SPEED so you can run rings around your opponets.

Mounted Combat Commander & Cheerleader:
This one relies on a combination of Commander's voice, complex orders and moment of action. Also the fact that moment of action is the only orders that explicitly has more than one target. Rather than the targets being in the effect of the order.
Step 1: Moment of action as swift action to target 2 allys, thanks to commander's voice
Step 2: use complex orders as a shift action to replace moment of action with diffent orders

tah dah! you've given two orders in one turn while still having a standard action left to punch someone!
While your at it why not apply cheers to those orders too?

Mounted Dancer & musician:
Use that shift action burst 2 song with your dance move every turn and move using your mount.
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Post by Isaac(Angus) Tue Oct 24, 2017 10:52 am

Some more in depth gimic builds:

Build 1 TICK DAMAGE YOU SAY?!

Core of this build relys on the synergy between Blighted from poison Ace and pack hunt from hunter. and making as many attacks as possible in a round to trigger Blighted and pack hunt.
Especially because Blighted triggers off pack hunt so while an enemy is blighted they'll lose 2 ticks from every pack hunt.
You can do a little bit of extra tick damage using don't look away on AoO

My favourate flavour is Rider, Skirmisher, Poison Ace & hunter

Ways of getting more attacks:
Cavalier's Reprisal: they punch your mount? Blam struggle attack. PACK HUNT
Counter stance: they miss you? Blam AoO. PACK HUNT
Weapon finesse: Trip them, either they stand up you get 2 AoO and 2 PACK HUNT. Or they're
vulnerable(playtest) and your pack hunts are more accurate
Hunter's reflexes: Make sure you don't run out of AoO

Example round to maximise Ticks:
Pokemon Turn: Poison move -> activated blighted Trainer Pack hunt [2 ticks]
Trainer turn: Weapon move [1 tick] -> activated weapon finesse to trip pokemon pack hunt [2 ticks]
Opponent turn: stand up -> AoO from Trainer and pokemon [2 ticks] Trainer and pokemon pack hunt [4 ticks] -> Don't look away form trainer and pokemon [2 ticks]
Either
Opponent attacks mount -> Cavalier's Reprisal struggle attack [1 tick] Trainer Pack hunt [2 ticks]
or
opponent attacks trainer and misses -> Counter stance AoO [1 tick] pokemon pack hunt [2 ticks]

Adding up to 16 ticks in one round assuming every attack hits...
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Post by Isaac(Angus) Tue Oct 24, 2017 11:17 am

Build 2 All active support all day
Not necessarily a particularity effective build but I find it pleasing because of action efficiency.
The point of this build is to take 4 active support classes and be able to use every single one every turn.

The classes that work the best are Dancer, Musician, commander and cheerleader.
Use dancer to apply CS buffs as standard action
Use Musician to apply a song as a burst 2 shift action
Use commander with commanders voice to give an order as a swift action
Use Cheerleader to apply cheers as a free action to those swift action orders.

So for example in one turn you can give +2CS in def to an ally, then +5 DR to all allies within 2m then resitance training for +3DR then excited for +5dr.

As a bonus get yourself a mount to move around on, or get complex orders to boost the number of orders coming out once you run out of AP to apply songs.
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Post by Isaac(Angus) Tue Oct 24, 2017 11:48 am

Some more fun combos:

Fortress & Steelheart: a TON of defensive features, some of the best defense abilities and your steel heart steel moves can still trigger fortress marking.

Warden & Athlete: Whats better than interpreting pokemon? Intercepting pokemon that auto-succeed intercept checks with Coaching.

Musician & Arcanist: manipulate those special musician attacks for a line 4 or close blast 4 hyper voice. Or even make your foes take super effective from normal damage with Energy Link and get a super effective Power chord.

Ice ace, Climatologist, Frost touched and survivalist: A chilly Ice themed trainer, with some nasty hail effects. But mostly it's hilarious to only need high survival to qualify for every class.

Fire ace, special ace and Attack ace: Use Incandescence to make a team of the most horrendous mixed sweepers the world has ever seen
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Post by anonym Tue Oct 24, 2017 11:17 am

One more for good measure

Shade caller, marksman & Arcanist: Use twisted power to be a long range mixed sweeper swapping between long range weapons and long range arcane weapons as the situation suits.

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Post by Skye Thu Jul 05, 2018 2:28 pm

Juggler / Illusionist / Light Ace / Dark Ace (Yin Yang)
Frequently swaps between their light-types and dark-types to adjust to a situation, using Juggler to do it frequently and efficiently while throwing in Illusionist to play tricks with their swaps and keep the balance between the two.

Ace Trainer / Fire Ace / Special Attack Ace / Beauty Expert (When the Fire Nation Attacks)
Fire Ace that pours everything they can into dealing lots of damage and effects. Special Attack Ace and its keystone boosts Special Attack and effect range, Fire Ace does the same with its feature and the infamous Incandescence, Beauty Expert further boosts the majority of Fire-type moves while granting Serene Grace for even more effect range, and Ace Trainer to make it easier to achieve the other classes while pumping some more into Special Attack and topping off with some Signature Techniques.

Rider / Synchronist / Martial Artist (Joke's On You, Now I'm a Tree)
A Trainer that 'mounts' their Trevanent by hiding inside them (since they're implied to be hollow) and fights by using them like some morbid kind of suit. That's all I had, really. It just sounded stupid enough to share.
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