Phantump

From Pokemon Tabletop Wiki

Phantump — Type: Ghost/Grass

Phantump

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

DPS Role Lurker
An Offensive Role which benefits from attacking while Hidden.
DPS Role Skirmisher
An Offensive Role that can engage and disengage quickly while fighting in melee.
Support Role Trickster
A Support Role which tries to remain hidden while using Tricks to confound the enemy.

Abilities

Lead Astray
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
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
1 AP, At-Will ✦ Strike, Priority
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Ghost Damage.


Mischief ✦ Fairy Type tier 1
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 tier 1
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 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.