Yamper

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Yamper — Type: Electric

Yamper

Favored Skills: Presence, Traversal
Deficient Skill: Covertness
Home Turf:
Gifts: Placeholder

Initiative: 2
Movement: 6
Size: Small

Traits
Physical Attacker: +3/4/5 Physical Damage.
Static: Once a Scene, when a foe hits you with a Melee attack, you can cause them to become Paralyzed (save ends).

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

Roles

Tank Role Escort
A Defensive Role that is able to maneuver adjacent allies out of danger.
DPS Role Brawler
An Offensive Role that excels at flanking and melee attacks against isolated enemies.
DPS Role Juggernaut
An Offensive Role that closes the gap between itself and foes quickly with charging attacks.

Abilities

Fetch!
Free Action, At-Will
Trigger: An ally adjacent to you uses a Ranged, 1 Target attack.
Effect: As a free action, you may move up to your Movement speed toward the target of the attack.


Yappy Dog
Free Action, At-Will ✦ Limited
Trigger: An adjacent enemy attacks an ally
Effect: The triggering enemy takes a Bane on their next attack.


Moves

Starting Moves

Nuzzle ✦ Electric Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Electric Damage.
Always: The target becomes Paralyzed until the end of their next turn.
Boost: You may use Nuzzle as a Burst 1, and it gains the Accurate keyword.


Play Rough ✦ Fairy Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 3d6 Physical Fairy Damage.
Always: The target chooses—you get to perform a Grapple against them as a Free Action, or they take a -5 penalty to all Physical Damage Rolls until the end of their next turn.
Boost: +2d6 Damage. Resisted Damage on a Miss. On a Hit, do both options instead of the target choosing.


Howl ✦ Normal Type tier 1
2 AP, At-Will ✦ Maneuver, Buff
Targets: Burst 1
Always: You and all allies in the Close Burst gain the Pack Hunt buff. While you have the Pack Hunt buff, you gain +3/4/5 damage to Physical attacks. You may expend your Pack Hunt buff when hitting an enemy adjacent to an ally to cause that enemy to lose a Tick of HP.
Boost: Howl becomes a Close Burst 3.


Tier 1 Natural Moves

Encourage ✦ Normal Type tier 1
1 AP, At-Will ✦ Maneuver, Limited
Targets: Range 4, 1 Target
Always: Choose one effect below.

- The target may immediately make a Save Check with +1 Boon for one Status Condition they have which is Save Ends. - The target gains a Tick of Temporary Hit Points. - The target may stand up from Prone or attempt to break free from a Grapple as a Free Action.


Charm ✦ Fairy Type tier 1
1 AP, At-Will ✦ Trick, Social, Limited
Targets: Range 6, 1 Target ✦ vs Resolve
Hit: The target chooses: either become Weakened for one full round, or it must immediately Move towards you, getting as close as possible. This consumes its next Move Action.


Crunch ✦ Dark Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Dark Damage. If the target begins and ends their next turn adjacent to you, they lose two Ticks of HP.
Boost: +2d6 Damage. Resisted Damage on miss. Increase the HP loss on remaining adjacent to three Ticks.


Tier 1 Tutor Moves

Fire Fang ✦ Fire Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Fire Damage. If the target begins and ends their next turn adjacent to you, they gain Ongoing Damage 5/8/10 (Fire, Save Ends). If they already had Ongoing Damage (Fire) when this effect triggers, instead they are Flinched.
Critical or SE: The target gains Ongoing Damage 5/8/10 (Fire, Save Ends).
Boost: +1d6 Damage. Resisted Damage on miss. Always, the target is Slowed.


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.