Falinks
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Falinks — Type: Fighting
Favored Skills: Force, Focus
Deficient Skill: Finesse
Home Turf: Mountain
Gifts: Placeholder
Initiative: 3
Movement: 6
Size: Large
Traits
Battle Armor: Takes normal damage from Critical Hits.
Physical Attacker: +3/4/5 Physical Damage.
Defense Priority: Evasion > Vigor > Resolve
Basic Attacks: Physical Innate Melee
Roles
Brawler | |
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An Offensive Role that excels at flanking and melee attacks against isolated enemies. |
Guardian | |
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A Defensive Role that can intercept attacks aimed at its allies. |
Tactician | |
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A Support Role that can give boosts to its allies or reposition them when using Maneuvers. |
Abilities
Squad Formation |
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Static |
Effect: Each time Falinks finishes a Move or Disengages, they must choose one of the Formation effects below. The benefits last until they choose another Formation. Each formation changes the Falink’s Defense priority.
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Moves
Starting Moves
Lunge ✦ Bug Type | |
1 AP, At-Will ✦ Strike, Inaccurate | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Bug Damage. | |
Always: After you use Lunge, you may Disengage into any square adjacent to the target. If you end your turn adjacent to the target, they gain a -3/4/5 penalty to their next damage roll. |
No Retreat ✦ Fighting Type | |
1 AP, At-Will ✦ Maneuver | |
Targets: Self | |
Always: You must forfeit your Move action this turn to use No Retreat. You may immediately change formation. Until the start of your next turn, you gain an effect based on your current formation.
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Teamfight Tactics ✦ Fighting Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 2d6 Physical Fighting Damage. | |
Special: The Move has different additional effects based on the current Formation being used.
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Tier 1 Natural Moves
Iron Head ✦ Steel Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Steel Damage. | |
Critical or SE: The target is pushed 1 meter away and knocked prone. | |
Special: You may forfeit your Move action when you hit with this attack; if you do, the target is Flinched. |
Iron Defense ✦ Steel Type | |
2 AP, At-Will ✦ Maneuver, Buff | |
Targets: Self | |
Always: Gain two Charges of the Iron Wall Buff. As long as you have any Charges of the Iron Wall Buff, gain +6/8/10 Armor against Physical Damage and foes cannot Move or target attacks through your square regardless of Size. You may spend Charges of Iron Wall in the following ways:
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Boost: You may use Iron Defense as an Interrupt when targeted by an Area attack. That attack gains +1 Bane to all Accuracy Rolls. |
Protect ✦ Normal Type | |
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. |
Tier 1 Tutor Moves
Knightly Valour ✦ Steel Type | |
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. |
Dragon Rush ✦ Dragon Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 3d6 Physical Dragon Damage. | |
Always: Push the target up to 3 squares and move along with the target as you Push them. This does not provoke Punish Attacks. Dragon Rush deals Super-Effective Damage to the Fighting Type. | |
Critical or SE: The target is Flinched. | |
Boost: +2d6 Damage. Resisted Damage on miss. |