Helioptile

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Helioptile — Type: Electric/Normal

Helioptile

Favored Skills: Traversal, Finesse
Deficient Skill: Force
Home Turf: Desert
Gifts: Placeholder

Initiative: 4
Movement: 6
Size: Small

Traits
Special Attacker: +3/4/5 Special Damage.
Sand Veil

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

Roles

DPS Role Ranger
An Offensive Role that combines mobility with a specialty in ranged attacks.
DPS Role Desperado
An Offensive Role that specializes in using ranged attacks in close quarters.
Support Role Breaker
A Support Role that uses Tricks to increase the damage enemies take from allies' attacks.

Abilities

Heliovolt
Free Action, Scene x3
Trigger: You use an Electric-Type Attack or Move.
Effect: Choose one of the following effects:
  • Sprint as a Free Action.
  • Create a Burst 1 Aura. For one full round, all characters in the Aura, including you, are treated as if they were in Harsh Sunlight.
  • Gain +2 Evasion for one full round.


Moves

Starting Moves

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


Mud Shot ✦ Ground Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 5, 1 Target ✦ vs Evasion
Hit: 2d6 Special Ground Damage.
Critical or SE: The target is Blinded (Save Ends).


Flash ✦ Normal Type tier 1
1 AP, Scene x2 ✦ Trick
Targets: Burst 1 ✦ vs Resolve
Hit: Hit targets take +1 Bane to all Accuracy Rolls until the end of their next turn.
Always: For one full round, all attacks targeting you take a +1 Bane to Accuracy Roll.


Tier 1 Natural Moves

Dragon Breath ✦ Dragon Type tier 1
2 AP, At-Will ✦ Strike
Targets: Line 3 ✦ vs Vigor
Hit: 2d6 Special Dragon Damage.
Always: Gains the Accurate Keyword against Shaken targets. Against Shaken targets, bonuses added as a result of Boons count towards triggering a Critical Hit.
Critical or SE: Targets are Paralyzed (Save Ends).


Charge ✦ Electric Type tier 1
1 AP, Scene x2 ✦ Maneuver
Targets: Self
Always: On your next turn, all Electric-Type Strikes you use deal damage as if one step more effective and deal half damage on a Miss.


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.


Tier 1 Tutor Moves

Swift ✦ Normal Type tier 1
2 AP, Scene x1 ✦ Strike, Accurate, Friendly
Targets: Range 6, Blast 2 ✦ vs Evasion
Hit: 3d6 Special Normal Damage.
Always: Targets cannot make Punish Attacks for one full Round. Attacks made against allies in the area of effect take +1 Bane to accuracy rolls for one full round.
Boost: +1d6 Damage. Resisted Damage on a miss. Hit Targets take a Bane to Accuracy on their next Attack.


Light Screen ✦ Psychic Type tier 1
2 AP, Daily x2 ✦ Maneuver
Targets: Self
Always: You gain two Light Screen Blessings. While you have Light Screen Blessings, you have +1 to all Defenses against ranged and area of effect Special attacks. Whenever you or an ally within 2 squares is hit by a damaging Special Attack, you may expend one Light Screen Blessing and the damage is Resisted one step further.