Pope
When you are Bloodied, you can eat a Berry once per turn for free.
- •Fire Punch.3d6+12
- •Flamethrower.3d4+6 (Range: 8).
On hit: Smoldering.
- •Fire Blast.4d8+12 .
(Range 8, a Smoldering target). Misses on 1 or 2. On hit: Removes Smoldering.
- •Sitrus Berry (Twice).
Restore 30 HP.
When you are Bloodied, you can eat a Berry once per turn for free.
- •Fire Spin.1d6+3 (Range: 2).
On hit against Smoldering target: Slowed, then remove Smoldering.
- •Ember.1d4+2 (Range: 4).
On hit: Smoldering.
- •Oran Berry (Twice).
Restore 10 HP.
When you are Bloodied, you mega evolve, allowing you to choose two, instead of choose one.
When you are Bloodied, your crits deal an extra Xd6 fire damage, where X = Your Level.
- •Flame Charge.4d4+10.
On hit: Move 2, without provoking attacks of opportunity.
- •Flamethrower.3d4+5 (Range: 4).
On hit: Smoldering.
- •Power Up Punch.5d4+8.
Misses on 1, 2 or 3. On hit: Next attack is an automatic crit and cannot miss.
- •Close Combat.4d8+11.
Misses on anything but an 8.
When you are Bloodied, your crits deal an extra Xd6 fire damage, where X = Your Level.
- •Flame Charge.4d4+10.
On hit: Move 2, without provoking attacks of opportunity.
- •Flamethrower.3d4+5 (Range: 4).
On hit: Smoldering.
- •Karate Chop.5d4+8.
Misses on 1 or 2. Crits on 3 or 4.
When you are Bloodied, your crits deal an extra Xd6 fire damage, where X = Your Level.
- •Flame Charge.2d4+9.
On hit: Move 2, without provoking attacks of opportunity.
- •Ember.1d4+5 (Range: 4).
On hit: Smoldering.
- •Karate Chop.3d4+4.
Misses on 1 or 2. Crits on 3 or 4.
When you are Bloodied, you mega evolve, allowing you to choose two, instead of choose one.
During the spring, you gain 5 temporary hit points at the start of your turn and your attacks deal an additional 1d6 fire damage.
During the summer, you gain 10 temporary hit points at the start of your turn and your attacks deal an additional 2d6 fire damage.
During the autumn, you gain medium armor and your attacks deal an additional 1d6 cold damage.
During the winter, you gain heavy armor and your attacks deal an additional 2d6 cold damage.
- •Horn Leech.4d8+10.
On crit: Restore as much HP as the damage you dealt.
- •Body Slam.4d8.
Move up to 6 before attack. On crit: Dazed for 1 minute.
- •Leaf Storm.2d8+7.
Attacks two in Reach: 4.
- •Razor Leaf.2d8+7 (Range: 8).
Crits on 1, 2, or 3.
During the spring, you gain 5 temporary hit points at the start of your turn and your attacks deal an additional 1d6 fire damage.
During the summer, you gain 10 temporary hit points at the start of your turn and your attacks deal an additional 2d6 fire damage.
During the autumn, you gain medium armor and your attacks deal an additional 1d6 cold damage.
During the winter, you gain heavy armor and your attacks deal an additional 2d6 cold damage.
- •Horn Leech.1d6.
On crit: Restore as much HP as the damage you dealt.
- •Body Slam.1d4.
Move up to 6 before attack. On crit: Dazed for 1 minute.
During the spring, you gain 5 temporary hit points at the start of your turn and your attacks deal an additional 1d6 fire damage.
During the summer, you gain 10 temporary hit points at the start of your turn and your attacks deal an additional 2d6 fire damage.
During the autumn, you gain medium armor and your attacks deal an additional 1d6 cold damage.
During the winter, you gain heavy armor and your attacks deal an additional 2d6 cold damage.
- •Horn Leech.2d8+4.
On crit: Restore as much HP as the damage you dealt.
- •Body Slam.2d8.
Move up to 6 before attack. On crit: Dazed for 1 minute.
- •Razor Leaf.1d8+7 (Range: 6).
Crits on 1, 2 or 3.
On Hit against Bloodied creatures: Slowed.
Fire damage degrades armor one step (H>M>None).
- •Slam (x2).3d6+8.
On crit: Slowed
- •Ice Ball.7d6+4 (Range: 12)
- •Snowstorm (Once).7d6.
AoE within Reach: 8. DC 17 STR save for half damage. On fail: Restrained (escape DC 12 STR).
On Hit against Bloodied creatures: Slowed.
Fire damage degrades armor one step (H>M>None).
- •Slam (x2).2d6+4.
On crit: Slowed
- •Ice Ball.3d6+4 (Range: 8)