Phantump
From Pokemon Tabletop Wiki
Phantump — Type: Ghost/Grass
Favored Skills: Covertness, Insight
Deficient Skill: Force
Home Turf: Forest
Gifts: Phasing
Initiative: 1
Movement: 5 Levitate
Size: Small
Traits
Natural Cure: Once per Scene, when recalled into a Poke Ball, the user may cure itself of one Mental or Physical Status Condition.
Physical Attacker: +3/4/5 Physical Damage.
Defense Priority: Evasion > Resolve > Vigor
Basic Attacks: Physical Innate Melee, Physical Ghost Ranged
Roles
Lurker | |
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An Offensive Role which benefits from attacking while Hidden. |
Skirmisher | |
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An Offensive Role that can engage and disengage quickly while fighting in melee. |
Trickster | |
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A Support Role which tries to remain hidden while using Tricks to confound the enemy. |
Abilities
Lead Astray |
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Free Action, Scene x2 ✦ Limited |
Trigger: You hit a foe with a Trick while Hidden. |
Effect: Immediately Disengage 3. At the start of the foe's next turn, they must choose whether to become Stuck until the end of the Round or to immediately spend their Movement Action to Move as close to you as possible. |
Startle |
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Free Action, Scene x2 |
Trigger: You hit a foe with a Strike while Hidden. |
Effect: The foe must immediately take their next Movement Action as if Slowed. This movement does not provoke Punish Attacks from Startle’s user. |
Moves
Starting Moves
Astonish ✦ Ghost Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Resolve | |
Hit: 2d6 Physical Ghost Damage. | |
Always: If the user is Hidden, Astonish gets a +3 bonus to Critical Hit range, the target is Flinched, and you may Push 1. |
Confuse Ray ✦ Ghost Type | |
2 AP, At-Will ✦ Trick | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: The target loses 2 Ticks of HP and becomes Confused (Save Ends). | |
Miss: The target becomes Confused until the end of their next turn. | |
Boost: You may use Confuse Ray as a Line 6 or a Cone 2, and it gains the Accurate Keyword. |
Root Up ✦ Grass Type | |
1 AP, At-Will ✦ Strike | |
Targets: Range 3, 1 Target ✦ vs Evasion | |
Hit: 2d6 Physical Grass Damage. | |
Critical or SE: The target is knocked Prone. |
Tier 1 Natural Moves
Leech Seed ✦ Grass Type | |
2 AP, Scene x2 ✦ Strike, Limited | |
Targets: Range 5, 1 Target ✦ vs Evasion | |
Hit: The target gains Ongoing Damage 5/8/10 (Grass, Save Ends). Whenever the target loses HP from this Ongoing Damage, you gain that much Temp HP. | |
Always: You Mark the target until the end of your next turn. | |
Boost: Gains the Accurate keyword. On a Hit, the next Strike that hits the target gains the Drain keyword. |
Shadow Sneak ✦ Ghost Type | |
1 AP, At-Will ✦ Strike, Priority | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 2d6 Physical Ghost Damage. |
Mischief ✦ Fairy Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Resolve | |
Hit: 2d6 Physical Fairy Damage. | |
Always: The user may switch places with the target. |
Tier 1 Tutor Moves
Growth ✦ Grass Type | |
2 AP, Scene x1 ✦ Maneuver, Buff | |
Targets: Self | |
Always: You gain the Grown Up buff. While Grown Up, your attacks deal +1d6 Damage, your Size is increased by +1(to a maximum of Large), and allies may treat you as Cover. You may expend the Grown Up Buff when hitting with an attack to Push all targets of the attack 2 Squares and knock them Prone. | |
Boost: While Grown Up, increase your Reach by +1 and increase the Damage boost to +2d6. |
Charm ✦ Fairy Type | |
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. |