Stonjourner

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Stonjourner — Type: Rock

Stonjourner

Favored Skills: Force, Survival
Deficient Skill: Finesse
Home Turf: Mountain
Gifts: Placeholder

Initiative: 2
Movement: 6
Size: Large

Traits
Physical Armor: +3/4/5 Armor vs Physical Damage.
Long Limbs: You gain +1 Reach.

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

Roles

DPS Role Juggernaut
An Offensive Role that closes the gap between itself and foes quickly with charging attacks.
Tank Role Escort
A Defensive Role that is able to maneuver adjacent allies out of danger.
Tank Role Bulwark
A Defensive Role that stops enemies in their tracks and acts as Cover for allies.

Abilities

Power Spot
Static
Effect: Your allies gain a +3/4/5 bonus to damage rolls while adjacent to you.


Moves

Starting Moves

Block ✦ Normal Type tier 1
1 AP, At-Will ✦ Trick
Targets: Melee, 1 Target ✦ vs Vigor
Hit: The target becomes Slowed and Vulnerable until the start of your next turn.
Boost: On a hit, the target instead becomes Stuck until the start of your next turn. On a miss, apply the normal hit effect.


Rock Throw ✦ Rock Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 6, 1 Target ✦ vs Evasion
Hit: If the target is flying, they are brought down to ground level and cannot fly until the end of their turn.
Critical or SE: The target is Flinched.


Stomp ✦ Normal Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Normal Damage.
Always: This attack gains a +2 bonus to Critical Hit Range against targets of smaller size than the user.
Critical or SE: The target is Flinched.


Tier 1 Natural Moves

Giant’s Fall ✦ Rock Type tier 1
1 AP, At-Will ✦ Strike
Targets: Burst 1 ✦ vs Evasion
Hit: 2d6 Physical Rock Damage.
Miss: Resisted Damage.
Boost: You are knocked prone, and gain +3/4/5 armor against all damage until the start of your next turn.


Heavy Slam ✦ Steel Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Steel Damage. If the target is of a smaller size than you, +1d6 more damage.
Special: Heavy Slam may be used as a Punish Attack. If it is, it deals Resisted damage on a Miss and causes a Hit target to fall Prone.


Iron Defense ✦ Steel Type tier 1
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:
  • As a Free Action when an Area attack that targets you hits you and/or your allies to cause all targets of the attack to take Damage as if Resisted one step further.
  • As a Free Action at the start of your turn to cause all adjacent squares to become Cover when resolving foes’ attacks until the end of your next turn.
Boost: You may use Iron Defense as an Interrupt when targeted by an Area attack. That attack gains +1 Bane to all Accuracy Rolls.


Tier 1 Tutor Moves

Brutal Swing ✦ Dark Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, All Adjacent Targets ✦ vs Evasion
Hit: 2d6 Physical Dark Damage.
Miss: Push 1.
Boost: +1d6 Damage. Resisted Damage on miss. All targets are Marked by you for one full round.


Channel Power ✦ Normal Type tier 1
1 AP, At-Will ✦ Maneuver
Targets: Range 5, 1 Target
Always: The target becomes Linked to you. If you and the target are ever more than 10 squares apart, this effect ends. While Linked, your ally is treated as if adjacent to you for the purposes of all of your effects which affect allies. You may only have one Linked ally at any given time.