Impidimp

From Pokemon Tabletop Wiki

Impidimp — Type: Dark/Fairy

Impidimp

Favored Skills: Sway, Covertness
Deficient Skill: Force
Home Turf: Forest
Gifts: Placeholder

Initiative: 1
Movement: 6
Size: Small

Traits
Physical Attacker: +3/4/5 Physical Damage.
Impudent: Moves with the Social Keyword have +1 Bane on Accuracy Rolls against you.

Defense Priority: Evasion > Resolve > Vigor
Basic Attacks: Physical Innate Melee, Special Fairy Ranged

Roles

DPS Role Lurker
An Offensive Role which benefits from attacking while Hidden.
Support Role Breaker
A Support Role that uses Tricks to increase the damage enemies take from allies' attacks.
Support Role Trickster
A Support Role which tries to remain hidden while using Tricks to confound the enemy.

Abilities

Prankster
Static
Effect: You may use Tricks and Maneuvers with Priority.


Malicious Giggles
Static
Effect: Whenever you roll a Critical Hit with a Trick, the target gains ongoing Dark damage equal to their Tick value (Save ends).


Moves

Starting Moves

Bite ✦ Dark Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Dark Damage. If the target has higher initiative than you, they become Flinched.
Critical or SE: Make a free Grapple against the target.
Boost: The attack is automatically a Critical Hit on a hit, or deals Resisted damage on a miss.


Fake Tears ✦ Dark Type tier 1
1 AP, At-Will ✦ Trick, Social, Limited
Targets: Range 8, 1 Target ✦ vs Resolve
Hit: The target is Vulnerable for one full round, and if it attacks you during the next full round, it becomes Weakened for one full round after the attack resolves.


Mischief ✦ Fairy Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Resolve
Hit: 2d6 Physical Fairy Damage.
Always: The user may switch places with the target.


Tier 1 Natural Moves

Fake Out ✦ Normal Type tier 1
2 AP, At-Will ✦ Trick, Limited
Targets: Melee, 1 Target ✦ vs Resolve
Hit: The target becomes Weakened for 1 round, and Paralyzed (Save Ends).
Miss: The target must make a Save Roll; if they fail, they also become Paralyzed (Save Ends).
Always: You may Disengage 2 after using Fake Out.


Torment ✦ Dark Type tier 1
1 AP, At-Will ✦ Trick, Social
Targets: Range 4, 1 Target ✦ vs Resolve
Hit: Roll 1d6, and apply the resulting effect. 1: The target loses a Tick of hit points, 2: The target is Enraged (save ends), 3: The target is Infatuated with you (save ends), 4: The target is Confused (save ends), 5: The target is Slowed (save ends), 6: The target is Blinded until the start of your next turn.


Play Rough ✦ Fairy Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 3d6 Physical Fairy Damage.
Always: The target chooses—you get to perform a Grapple against them as a Free Action, or they take a -5 penalty to all Physical Damage Rolls until the end of their next turn.
Boost: +2d6 Damage. Resisted Damage on a Miss. On a Hit, do both options instead of the target choosing.


Tier 1 Tutor Moves

Poison Fang ✦ Poison Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Poison Damage. If the target begins and ends their next turn adjacent to you, they gain Ongoing Damage 5/8/10 (Poison, Save Ends). If they already had Ongoing Damage (Poison) when this effect triggers, instead increase their Ongoing Damage by the same amount, to a maximum of 10/16/20.
Critical or SE: The target gains Ongoing Damage 5/8/10 (Poison, Save Ends).
Boost: +2d6 Damage. Resisted Damage on miss. Always, the target is Slowed until the end of their next turn.


Thunder Wave ✦ Electric Type tier 1
1 AP, At-Will ✦ Trick
Targets: Range 5, 1 Target ✦ vs Vigor
Hit: The target becomes Paralyzed (Save Ends). If the target is already Paralyzed, you may slide them 3 squares.