Rookidee

From Pokemon Tabletop Wiki

Rookidee — Type: Flying

Rookidee

Favored Skills: Traversal, Covertness
Deficient Skill: Force
Home Turf:
Gifts: [[Gift:|Gift:]]

Initiative: 2
Movement: 5 Flying
Size: Small

Traits
Keen Eye: The user ignores any Banes to Accuracy caused by Moves, Abilities, or Talents.
Physical Armor: +3/4/5 Armor vs Physical Damage.

Defense Priority: Evasion > Vigor > Resolve
Basic Attacks: Physical Innate Melee

Roles

Tank Role Guardian
A Defensive Role that can intercept attacks aimed at its allies.
Tank Role Duelist
A Defensive Role which Marks its foes and makes it more difficult for them to attack other targets.
DPS Role Skirmisher
An Offensive Role that can engage and disengage quickly while fighting in melee.

Abilities

Gallant Charge
Free Action, Scene x2 ✦ Limited
Trigger: You begin your turn
Effect: Choose a foe within your movement. You and that foe become Marked by each other until the end of your next turn, and you may immediately Move adjacent to them, ignoring Slow Terrain. While the target is Marked this way, your 1-target Melee attacks deal +1D damage against them.


Wing Shield
Free Action, Scene x1
Trigger: An adjacent ally is targeted by a ranged Strike.
Effect: Until the end of your next turn, the target has Cover against 1-target attacks and ignores all non-Damage effects from Strikes.


Moves

Starting Moves

Peck ✦ Flying Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Flying Damage. If the target has any Physical Armor, they lose a Tick of HP.


Steel Wing ✦ Steel Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target or Pass 4 ✦ vs Vigor
Hit: 2d6 Physical Steel Damage.
Always: Until the end of your next turn, you gain +5 Physical Damage Reduction against the target(s).
Boost: +1d6 Damage, and you resist Physical attacks one step further until the end of your next turn.


Knightly Valour ✦ Steel Type tier 1
1 AP, Scene x1 ✦ Maneuver
Targets: Burst 1
Always: Until the end of your next turn, you and all allies in the area of effect are Slowed, gain +5 Physical Armor, and are immune to Critical Hits.


Tier 1 Natural Moves

Rock Smash ✦ Fighting Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Fighting Damage. The target’s Vigor is reduced by the user’s Tier until the end of the Scene. Limited.


Wing Spear ✦ Flying Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Flying Damage. If the target Disengages before the end of their next turn, you may use Wing Spear as a Punish Attack against them.
Special: You may use Wing Spear as a Punish Attack.


Bulk Up ✦ Fighting Type tier 1
1 AP, At-Will ✦ Maneuver, Buff
Targets: Self
Always: You gain the Bulky Buff. While Bulky, you gain a +3/4/5 bonus to Physical Damage and a +2 bonus to Vigor. You may expend the Bulky Buff when hitting with a melee attack to Push the target 2 meters and knock them Prone.


Tier 1 Tutor Moves

Bill Hook ✦ Steel Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Steel Damage. You may Slide the target 1 Square. Against Shaken or Vulnerable targets, this attack ignores Armor.
Always: The target loses all Armor for 1 Full Round.
Boost: +2d6 Damage. Resisted Damage on miss.


Tailwind ✦ Flying Type tier 1
2 AP, Scene x1 ✦ Maneuver, Buff
Targets: Burst 2
Always: You and all allies in the area of effect gain the Tailwind Buff. This Buff grants a +2 bonus to Movement, Initiative, and Evasion, and may be expended when hit by a ranged attack to immediately Disengage 2 and resist the attack one step further.