Sinistea

From Pokemon Tabletop Wiki

Sinistea — Type: Ghost

Sinistea

Favored Skills: Covertness, Insight
Deficient Skill: Force
Home Turf: Urban
Gifts: Invisibility, Tasseography

Initiative: 1
Movement: 6 Levitate
Size: Small

Traits
Special Attacker: +3/4/5 Special Damage.
Special Armor: +3/4/5 Armor vs Special Damage.

Defense Priority: Resolve > Vigor > Evasion
Basic Attacks: Physical Normal Melee, Special Ghost Ranged

Roles

DPS Role Ranger
An Offensive Role that combines mobility with a specialty in ranged attacks.
Support Role Healer
A Support Role which heals its allies and helps them succeed at Save Checks.
Tank Role Suppressor
A Defensive Role that locks down an area and threatens foes that enter or leave it with ranged attacks.

Abilities

Toxicitea
Static
Effect: You begin each Scene with one Charge of the Toxicitea Buff, and while you have at least one Charge of this Buff you have the following benefits:
  • When you are hit by an attack with the Drain keyword, the attacker loses HP instead of gaining Temporary HP
  • When you Critically Hit with an attack, your target gains Ongoing Damage 5/8/10 (Poison, Save Ends)

You can expend the Toxicitea Buff when you are hit by a Move to cause that Move to become Disabled (Persistent).


Moves

Starting Moves

Shadow Ball ✦ Ghost Type tier 1
2 AP, At-Will ✦ Strike
Targets: Range 6, 1 Target ✦ vs Evasion
Hit: 3d6 Special Ghost Damage.
Always: You can draw a curved path for Shadow Ball’s trajectory to reach around cover or hit targets out of Line of Sight as long as you know their position.
Boost: +2d6 Damage. Resisted Damage on miss. +2 Range.


Water Pulse ✦ Water Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 6, 1 Target ✦ vs Evasion
Hit: 2d6 Special Water Damage.
Critical or SE: The target is Confused (Save Ends).


Aromatic Mist ✦ Fairy Type tier 1
1 AP, At-Will ✦ Maneuver
Targets: Burst 1 ✦ vs Resolve
Hit: You may Slide all targets up to 1 square each.
Always: Allies may choose to willingly be hit by this attack. Create a Burst 1 Aura around you that lasts until the end of the Scene. The first ally in your Aura to take Special Damage each Round has +3/4/5 Armor against that damage.
Boost: Range and Aura become Burst 2.


Tier 1 Natural Moves

Aromatherapy ✦ Grass Type tier 1
1 AP, Scene x1 ✦ Maneuver
Targets: Burst 1
Always: All targets choose one Status Condition or Debuff they are suffering from and are cured of that condition.


Nasty Plot ✦ Dark Type tier 1
2 AP, At-Will ✦ Maneuver, Buff
Targets: Self
Always: Gain one Charge of the Special Scheme Buff. As long as you have any Charges of the Special Scheme Buff, gain a +6/8/10 bonus to all damage dealt by Ranged Special attacks. You may spend a Special Scheme Buff as a Free Action on your turn when you miss all targets with a Special attack to repeat that attack against a different target (or set of targets). Include the Special Scheme Buff bonus damage on this attack. You may only spend one Special Scheme Buff each turn.
Boost: Immediately gain 2 AP which you can only spend on Tricks and Maneuvers.


Night Shade ✦ Ghost Type tier 1
2 AP, At-Will ✦ Strike
Targets: Range 5, 1 Target ✦ vs Resolve
Hit: 2d6 Special Ghost Damage.
Always: The target treats you as if they were Blind until the end of their next turn. This effect is Limited.
Boost: +2d6 Damage. Resisted Damage on miss. Night Shade’s Always effect applies to your adjacent allies too.


Tier 1 Tutor Moves

Mega Drain ✦ Grass Type tier 1
2 AP, At-Will ✦ Strike, Drain
Targets: Range 5, 1 Target ✦ vs Vigor
Hit: 2d6 Special Grass Damage.
Boost: +2d6 Damage. Resisted Damage on a miss.


Protect ✦ Normal Type tier 1
1 AP, Daily x2 ✦ Maneuver, Interrupt
Targets: Self
Hit: You are hit by an attack.
Always: You treat the attack as if it had missed you. You take +1 Bane to all Accuracy and Save Checks until the end of your next turn.