Rookidee
From Pokemon Tabletop Wiki
Rookidee — Type: Flying
Favored Skills: Traversal, Covertness
Deficient Skill: Force
Home Turf:
Gifts: [[Gift:|Gift:]]
Initiative: 2
Movement: 5 Flying
Size: Small
Traits
Keen Eye: The user ignores any Banes to Accuracy caused by Moves, Abilities, or Talents.
Physical Armor: +3/4/5 Armor vs Physical Damage.
Defense Priority: Evasion > Vigor > Resolve
Basic Attacks: Physical Innate Melee
Roles
Guardian | |
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A Defensive Role that can intercept attacks aimed at its allies. |
Duelist | |
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A Defensive Role which Marks its foes and makes it more difficult for them to attack other targets. |
Skirmisher | |
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An Offensive Role that can engage and disengage quickly while fighting in melee. |
Abilities
Gallant Charge |
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Free Action, Scene x2 ✦ Limited |
Trigger: You begin your turn |
Effect: Choose a foe within your movement. You and that foe become Marked by each other until the end of your next turn, and you may immediately Move adjacent to them, ignoring Slow Terrain. While the target is Marked this way, your 1-target Melee attacks deal +1D damage against them. |
Wing Shield |
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Free Action, Scene x1 |
Trigger: An adjacent ally is targeted by a ranged Strike. |
Effect: Until the end of your next turn, the target has Cover against 1-target attacks and ignores all non-Damage effects from Strikes. |
Moves
Starting Moves
Peck ✦ Flying Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Flying Damage. If the target has any Physical Armor, they lose a Tick of HP. |
Steel Wing ✦ Steel Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target or Pass 4 ✦ vs Vigor | |
Hit: 2d6 Physical Steel Damage. | |
Always: Until the end of your next turn, you gain +5 Physical Damage Reduction against the target(s). | |
Boost: +1d6 Damage, and you resist Physical attacks one step further until the end of your next turn. |
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. |
Tier 1 Natural Moves
Rock Smash ✦ Fighting Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Fighting Damage. The target’s Vigor is reduced by the user’s Tier until the end of the Scene. Limited. |
Wing Spear ✦ Flying Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Flying Damage. If the target Disengages before the end of their next turn, you may use Wing Spear as a Punish Attack against them. | |
Special: You may use Wing Spear as a Punish Attack. |
Bulk Up ✦ Fighting Type | |
1 AP, At-Will ✦ Maneuver, Buff | |
Targets: Self | |
Always: You gain the Bulky Buff. While Bulky, you gain a +3/4/5 bonus to Physical Damage and a +2 bonus to Vigor. You may expend the Bulky Buff when hitting with a melee attack to Push the target 2 meters and knock them Prone. |
Tier 1 Tutor Moves
Bill Hook ✦ Steel Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 2d6 Physical Steel Damage. You may Slide the target 1 Square. Against Shaken or Vulnerable targets, this attack ignores Armor. | |
Always: The target loses all Armor for 1 Full Round. | |
Boost: +2d6 Damage. Resisted Damage on miss. |
Tailwind ✦ Flying Type | |
2 AP, Scene x1 ✦ Maneuver, Buff | |
Targets: Burst 2 | |
Always: You and all allies in the area of effect gain the Tailwind Buff. This Buff grants a +2 bonus to Movement, Initiative, and Evasion, and may be expended when hit by a ranged attack to immediately Disengage 2 and resist the attack one step further. |