"Every trainer has their own style, not only of battling, but of training, of which Pokemon they use, and of what kinds of bonds they form with their Pokemon."
Here are five trainer specializations for Battles & Badges. Specializations are the same mechanically as races in D&D 4e. When you create a trainer, you give your trainer their own set of ability scores. Your trainer also has Pokemon, maybe even more than one. Your ability score bonuses apply not only to you but to each of your Pokemon, and every one of your Pokemon benefits from your trainer features. If you can make a choice for your traits, you can make different choices for each Pokemon. For your features, however, your choice applies to all your Pokemon and cannot vary between them unless it specifically says otherwise.
Adapters don't choose one technique to become great with; they become good with every technique. That way, an adapter can make the best of any Pokemon and have a well-rounded team.
Ability Scores: +2 to any one ability score of your choice
Best Effort: Each of your Pokemon knows one extra 1st level at-will attack power from its 1st level at-will attack power list. If a Pokemon does not have a 1st level at-will attack power list, it gains the best effort power instead.
Bonus Feat: Each of your Pokemon gains a bonus feat at 1st level. The Pokemon must meet the feat's prerequisites.
Bonus Skill: You gain training in one skill of your choice.
Versatile Defenses: Each of your Pokemon gains a +1 trainer bonus to Fortitude, Reflex, and Will.
Best Effort - Adapter Trainer Utility
Even when things look hopeless, you don't give up.
No Action - Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 trainer bonus to the attack roll or the saving throw.
Battlers use straightforward strategies, but their knowledge of Pokemon gives them a huge advantage. They rely on a combination of careful planning and physical training.
Ability Scores: +2 Intelligence, +2 Strength or Dexterity
Skill Bonuses: +2 Pokemon, +2 Perception
Battler's Style: Choose one of the following options.
- Cautious Style: Each of your Pokemon gains a +1 trainer bonus to all defenses when it is injured.
- Reckless Style: Each of your Pokemon gains a +1 trainer bonus to attack rolls when it is injured.
Battler's Tactics: Each of your Pokemon has the battler's tactics power.
Pokemon Knowledge: When you make a Pokemon check to learn statistics of a Pokemon you are battling, roll twice and use either result.
Strategic Release: The Pokemon you release at the start of a battle gain a +2 trainer bonus to initiative.
Battler's Tactics - Battler Trainer Utility
Watching countless Pokemon battles has taught your trainer great offensive strategy.
No Action - Personal
Trigger: You make an attack roll and dislike the result.
Effect: You add 1d6 to the triggering roll.
Healers often view their Pokemon as friends, and don't like seeing them hurt in battle. They favor defensive strategies, sometimes even forfeiting if the battle gets too tough. After a battle, a healer can tend to a Pokemon's wounds without needing to go to a Pokemon Center.
Ability Scores: +2 Wisdom, +2 Constitution or Charisma
Skill Bonuses: +2 Heal, +2 Insight
Curative Methods: Each of your Pokemon gains a +2 trainer bonus to saving throws against ongoing damage.
Group Caring: You grant non-healer allies within 5 squares of you a +1 trainer bonus to Heal checks.
Healer's Protection: Choose one of the following options.
- Toughening Protection: The first time each of your Pokemon is injured during an encounter, it gains 5 temporary hit points. The temporary hit points increase to 10 at 11th level and 15 at 21st level.
- Moral Protection: Each of your Pokemon gains a +1 bonus to its healing surge value. This bonus increases to +2 at 11th level and +3 at 21st level.
Healer's Support: Each of your Pokemon has the healer's support power.
Natural Healer: When you make a Heal check to administer first aid, you can roll twice and use either result.
Healer's Support - Healer Trainer Utility
From preparation before battle and moral support, you recover very efficiently.
Encounter * Healing
No Action - Personal
Trigger: You receive healing.
Effect: You regain 1d8 additional hit points.
When you see a trainer jogging with Pokemon following close behind, and the trainer seems to be taking him or herself very seriously, you can bet that you saw a raiser. Raisers make their Pokemon physically powerful in order to increase their damage output. It's a simple yet powerful strategy.
Ability Scores: +2 Strength, +2 Constitution or Charisma
Skill Bonuses: +2 Acrobatics, +2 Athletics
Energetic: You and your Pokemon only need to spend 4 hours resting to gain the same benefits most trainers and Pokemon gain from taking a 6 hour extended rest.
Group Resolve: You grant non-raiser allies within 5 squares of you a +1 trainer bonus to Athletics checks.
Raiser's Example: Each of your Pokemon has the raiser's example power.
Raiser's Instruction: Choose one of the following options.
- Supportive Instruction: When one of your Pokemon scores a critical hit, it gains 2 temporary hit points. The temporary hit points increase to 4 at 11th level and 6 at 21st level.
- Vigorous Instruction: When one of your Pokemon scores a critical hit, it gains a +2 trainer bonus to the damage roll of that attack. This bonus increases to +4 at 11th level and +6 at 21st level.
Return Damage: Whenever one of you Pokemon is hit by an attack that is a critical hit, it gains a +1 trainer bonus to damage rolls until the end of its next turn. This bonus increases to +2 at 11th level and +3 at 21st level.
Swift Charge: Each of your Pokemon gains a +2 bonus to speed when charging.
Raiser's Example - Raiser Trainer Utility
Your owner trains alongside you, and you learn from the example.
Free Action - Personal
Trigger: You hit an enemy with an attack.
Effect: The attack deals 1[W] extra damage if it is a physical attack or 1d8 extra damage if it is not a physical attack.
Thinkers are very smart, and they put their brains to use in battle by focusing on defense until the time is right. A thinker is usually cool and calculating, and their Pokemon are in tune with their strategy.
Ability Scores: +2 Intelligence, +2 Wisdom or Charisma
Skill Bonuses: +2 History, +2 Technology
Good Memory: You gain training in one skill of your choice.
Logical Mind: Each of your Pokemon has a +5 trainer bonus to saving throws against charm effects.
Thinker's Security: Each of your Pokemon has the thinker's security power.
Thinker's Strategy: Choose one of the following options.
- Exploitative Strategy: Whenever any of your Pokemon has combat advantage against an enemy, it gains a +3 bonus to attack rolls against that enemy instead of a +2 bonus.
- Resistant Strategy: Each of your Pokemon has resist 5 to a damage type of your choice. The damage type can vary for each of your Pokemon. The resistance increases to 10 at 11th level and 15 at 21st level.
Thinker's Security - Thinker Trainer Utility
Every great trainer knows that a good defense is the best offense.
No Action - Personal
Trigger: You are hit by an attack.
Effect: You gain a bonus to all defenses equal to 1d6 against the triggering attack.