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![]() +4 from dexterity, +4 from improved initiative, +4 from my familiar, +2 from an alternate racial feature (fleet-footed), and +1 from the dusty rose prism ioun stone. Fairly certain those all stack, but I'll go double-check the familiar and ioun stone since they're probably the only questionable stackers. I miss that additional +2 from reactionary, but your perceptive trait is pretty snazzy so that works out. XD
Op, I also realized that I forgot my fifth level bonus feat! I'll edit that into the ol profile. It's been a while since I've played (I almost always DM) so I miss little details from time to time during character creation. ![]()
![]() One last question: Suppose I were to make a scroll or wand of Protection from Alignment, would I have to choose the alignment at the time of making the item, or at the time of activating the item? Other than a few scroll decisions, here is my character, History:
Illenara was born in the forests near Kyonin to elves of little consequence. She was an unexpected early birth, so her parents had no help with the process. Her mother died during childbirth, and her father died immediately afterwards due to stress and an unforeseen heart condition, leaving her alone as an infant. No one was sure how she came to appear on Elithan Mermrose’s doorstep, but the blind old hermit took it upon himself to raise her, despite his failing mental and physical health. Illenara lead a secluded life with Elithan until she was sixteen years old and Elithan passed away During that time, she never had contact with any other elves, nor did she venture very far from her home. She didn’t even have a name other than Little Rabbit until she was five and decided to name herself. Elithan was able keep her basic needs met, but ultimately she was on her own for those years. Alone once more, Illenara had nowhere to go but the nearby big city. She had never learned any social conduct at all due to her years of isolation, so she struggled to make friends and to find a place to live. After repeated failures, she gave up and decided to live in one of the city parks. Illenara didn’t mind it at all, she didn’t know what she was missing and she was used to mediocre living conditions. She used the local pond to bathe (out of sight once local authorities reprimanded her for indecent exposure), foraged for fruits and stray foods when she was hungry, and slept nestled away in the hollows of trees when the weather became harsh. Most people didn’t mind her living there since she didn’t harm anyone or anything. She did try to talk to people, and she did get a few laughs from playing pranks on them, but the authorities didn’t see it as enough of a problem to warrant disciplinary action. Illenara awkwardly adapted to this new concept of society for three years before meeting a wizard named Keldaraen. Unlike most of Kyonin’s elves, Keldaraen was not taken aback by her strange behavior at all. He found her to be quite endearing, and they spoke at length about many things. He sensed a strong and capable mind in Illenara, so before they parted ways he leant her a book to read. It was the first book that she had ever held, and so she took to reading it night and day, exploring the wonderful worlds that she found within the tome. Keldaraen was surprised upon his return to find that she had completely finished the book and was ready for another one. For years the cycle continued; Keldaraen would give Illenara books, she would absorb everything that they had to offer, and then the two of them would discuss what she had read. Every time he would leave her more books, and then he would stay away for an even longer period of time. Illenara and Keldaraen’s last encounter occurred when she was twenty-five years old. She met him at the park, excitedly anticipating the colossal stack of books that she knew was waiting for her, but instead Keldaraen only had one book to give her. “These past six years have been great fun. Throughout my journeys I have always been challenged to find something that would challenge you and be worthy of your intellect. I would have been back five months sooner if I could have, but my search was proving fruitless! I did manage to find one book though, and I believe it is the only book in the world capable of challenging your intellect.” On that day Keldaraen gave Illenara a spellbook, already filled with enough spells to give her plenty to learn and practice. Inside the front cover there was a sheet of paper with an address along with a letter of recommendation to the prestigious Kyonin Arcane University. Illenara had no idea where Keldaraen’s travels took him after that day. She missed him dearly, for he was the one that had given her a future. He had reached out to her despite her social shortcomings and had made it possible for her to develop into one of Kyonin’s most well-known (somewhat infamous) and intelligent minds. Illenara would study at the school for the next 80 years, becoming one of its top students.
Personality:
In a highly traditional race of long lived intellectuals that live deeply rooted in their traditions and the natural world, Illenara is a genius black sheep. Unlike her fellows who are slow to embrace change and form relationships, Illenara was born with an adventurous streak that would often lead her nose-first into trouble and into the valued privacy of her fellow elves. She enjoys laughing and making others laugh as well, but her penchant for magical pranks and trickery often saw her as the only one laughing. Illenara is a sweetheart at her core, and she always acts out of a very open friendliness. Unfortunately she is extremely awkward and intrusive, so one has to look really hard to see it. When she is not out having fun Illenara is a very diligent scholar. She loves reading and learning new things equally as much as turning the boys' dormitory into a maze of webs. Her studies are very important to her, but she can get a little big-headed due to outperforming her peers. The professors occasionally try to reprimand and humble her, but they are reluctant to do so for fear that they themselves might become the next victims of her pranks. Appearance:
Illenara is a very charming and beautiful 5'9" elven woman. She keeps her silky auburn hair tied up in a bun and ponytail, and she is very fond of decorating it with assorted pins and clips. One need only look into her emerald green eyes and see her thin smile to get an idea of the vast intellect and child-like spirit within her. Illenara is very slender and not at all muscular, only weighing in at about 100 lbs, but beneath her frail appearance she is actually fairly lithe and hardy. Her usual attire is standard magical fair, red hooded robes and comfy sandals, but she wears it in a quirky fashion that only she could pull off. She has grown fond of accessories during her time in Kyonin, and so she often adorns herself in gaudy jewelry, beads, anything pretty that she can put on a robe really. Goals:
Through travel, Illenara has some hope that she might meet Keldaraen again someday. Logically, she finds that possibility to be highly unlikely, but she does like to be optimistic. Mostly she just accepted the invitation to the guild because there wasn't much left that the school could do for her. The school and the professors were nice and all, and Kyonin was a great place, but there was a lot more world for her to see. The books that were given to her by Keldaraen and the books in her school's library had given her a glimpse of what was outside Kyonin, but Inara had always wanted to see it with her own eyes. Working for a guild would be a great way for her to travel and hone her magical abilities. Greatest Fear:
Illenara's greatest fear is the unknown. Because of her extensive reading, she is familiar with much of the world, but she is reluctant to get anywhere near something that she has not read at least a short novel about. She finds confidence in being certain that her abilities and intellect will be insufficient, but she wouldn't touch anything that she is uncertain about with an eleven-foot pole. Uncrossable Moral Line:
Illenara cannot let a problem go unsolved. This usually applies to academia, but she has been known to force bickerers to kiss and makeup rather than walking away from whatever argument they may have been having down the road from her. Letter of Recommendation:
To whomever it may concern, I am Elduan Delvitius, and I am the headmaster of Kyonin University of the Arcane. I am writing on behalf of Illenara, our star student. Illenara has demonstrated astronomical performance in all subject areas. She has even gone so far as to read nearly every book in the university library! She is very well learned, and we feel that there is little more that we can do for her here. We heard that she was applying to join your guild, and we were more than happy to put in the best of words for her. She is already a very competent wizard, and her specialty lies in the school of conjuration, a school filled with spells that will prove useful to a large fighting force like the ones that we expect her to be traveling with. Illenara may come off as a bit...strange when you first meet her, but you can rest assured that she has a heart of gold and only the noblest of intentions. That being said, her companions should be encouraged to expect a little lighthearted fun during their travels. That being said, we feel that she will be a wonderful addition to your guild for her magical abilities, her extensive knowledge, and her wonderful character. Sincerely,
Stat Block: Illenara Female Conjurer 5 N Medium humanoid (elf) Init +15; Senses Perception +17 -------------------- Defense -------------------- AC 14, Touch 14, Flat-footed 10 (+4 Dex) HP 36 (5d6+5 +5 Favored Class) Fort +2, Ref +5, Will +5 (+1 to all saves from Cloak of Resistance) -------------------- Offense -------------------- Speed 30 ft. Melee Quarterstaff +1 (1d6-1) Ranged Spells Spells Known 0 All 1 Color Spray, Silent Image, Charm Person, Unseen Servant, Grease, Protection from Good/Evil/Law/Chaos, Enlarge Person, Feather Fall, Reduce Person, Mage Armor 2 Web, Invisibility, Rope Trick, Glitterdust 3 Haste, Summon Monster III, Slow, Stinking Cloud -------------------- Statistics -------------------- Str 8, Dex 18, Con 12, Int 20, Wis 12, Cha 7 Base Atk +2; CMB +1; CMD 15 Feats Scribe Scroll, Run, Improved Initiative, Spell Focus (Conjuration), Augment Summoning Traits Perceptive Drawback None Skills Spellcraft +13, Knowledge (Arcana) +13, Knowledge (The Planes) +13, Perception +11 (+5 from Eyes of the Eagle, +1 from Ioun Stone), Knowledge (Religion) +13, Knowledge (Nature) +13, Craft (Alchemy) +13 Languages Common, Elven, Celestial, Infernal, Terran, Auran, Ignan SQ Arcane Bond (Compsognathus Familiar), Arcane School (Conjuration (Teleportation)), Opposition Schools (Evocation, Necromancy), Summoner's Charm, Shift, Cantrips Combat Gear Favored Class Wizard (+1 HP/level) -------------------- Gear -------------------- Handy Haversack 5 lbs. Cloak of Resistance 1 lb. Eyes of the Eagle Cracked Dark Blue Rhomboid Ioun Stone (+1 to perception) Cracked Dusty Rose Prism Ioun Stone (+1 to initiative) Wand of Mage Armor (CL 1) 50/50 Wand of Enlarge Person (CL 1) 50/50 Scroll of Slow (375 GP, used) Scroll of Stinking Cloud (375 GP, used) -------------------- Special Abilities -------------------- Elven Immunities Immune to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects. Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance. +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Fleet-Footed +2 racial bonus on initiative checks. Run as a bonus feat. Low-Light Vision Can see twice as far as humans in conditions of dim light. Arcane Bond Familiar. Arcane School Can prepare one additional conjuration spell of each level per day. Evocation and necromancy spells cost two spell slots to prepare. Summoner's Charm The durations of conjuration (summoning) spells are increased by 1/2 level. At 20th level, one summoning spell at a time can be made permanent. Shift As a swift action, teleport up to 5 ft. for every two wizard levels as if using Dimension Door. Cannot bring others along (except for familiars). Usable a number of times per day equal to 3+Int modifier. Cantrips Prepared 0-level spells can be cast an unlimited number of times per day. Improved Initiative +4 bonus on initiative checks. Spell Focus (Conjuration) +1 to the DC of all conjuration spells. Augment Summoning +4 enhancement bonus to strength and constitution for the duration of the spell that summoned them. ![]()
![]() I heard about this from a friend and was pretty interested, and I've begun working on a wizard to present. I had a quick question about scrolls and spells known though: Say I were to buy a few that weren't on my spell list with my starting gold. Would I be able to use the wizard's ability to add spells from scrolls to my spellbook and then start play with more spells, or would I need to wait until after the game has begun to pencil them in? ![]()
![]() Suffering from wounds inflicted during the battle, as well as the now noticeable wounds from before the battle, the beast took to the sky. Rather than launching another aerial attack, it rose higher and higher above the town heading southward until it was out of sight. Within seconds, curious townspeople were looking out their windows at the three travelers that had bested the monsters. Once they were sure that commotion was finally over, they gradually made their way into the streets, looking upon them with awe. "You three vanquished such powerful beasts? You show much greater strength and courage than any of us could have hoped to possess!" "How did you manage to pull that off?!" "You three are heroes! You have saved us!" The praise and thanks were near-endless. Eventually more and more of them came out to thank the three travelers. That was when some of them noticed the armored corpses that the monsters had dropped before the battle. "These bodies, they're Diavaelian soldiers," one of the townsmen said grimly. "Those monsters came from the north...that's where the border garrison is." "Do you think that the garrison could have fallen?" Their admiration and praise quickly soured, turning to concern. "But now there's no one to halt the Palladians from marching on Vesperis!" "Palladians?! What if Palladia has fallen to these fell beasts and we are next?!" The tense peace of Vesperis had now been broken, and the town looked as if it might fall into a panic. Many could be heard speaking of fleeing westward. Others feared that there was no hope, and that a full-blown war would consume them. Experience: You each gain 300 xp for the battle, thus bringing you all to level 5 exactly. You get 4 stat points to spend as you see fit, but because I let you take your level 5 move starting out, you don't gain any new moves this level. ![]()
![]() The flames grazed the beast, leaving it unfazed for the most part. With another screech, it continued its assault, leaping into the air only briefly in order to cut past the three adventurers with a sweep of its clawed wings. Wing Attack on Nicholas: 1d20 + 4 ⇒ (15) + 4 = 19
Wing Attack on Fera: 1d20 + 4 ⇒ (6) + 4 = 10
Wing Attack on Johnto: 1d20 + 4 ⇒ (14) + 4 = 18
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![]() Nicholas' bolt subtly slipped into one of the wounded areas where Fera had sundered its carapace. What looked like a meager blow against the stone-skinned beast brought it collapsing to the ground, preventing the attack that it was about to launch. Because of this interrupt, the Dragonbreath against Fera and Nicholas failed. ![]()
![]() Johnto's electrical attack flew past one of the winged beasts, fizzling out harmlessly in the air past it. Unflinching, the monsters continued their assault. The first, enraged by by Fera's attack against it, breathed the same blue flames as its companion had. Fera and Nicholas were both caught in the plume of fire. Dragonbreath on Fera: 1d20 + 2 ⇒ (19) + 2 = 21
Dragonbreath on Nicholas: 1d20 + 2 ⇒ (18) + 2 = 20
The second monster came down to the ground after the flames had passed, its eyes focused on Nicholas. With a lunge, it shot its gaping maw straight at him, ready to bite down with its savage fangs. Bite on Nicholas: 1d20 + 4 ⇒ (16) + 4 = 20
Gameplay Note: When attacking and moving, please specify which square you are moving to and which enemy you are attacking. I assumed that Fera moved to C10 since that was the only one she could attack, and it wasn't really an issue this time with Johnto because of that unfortunate miss, but a hit could have meant the difference between finishing off an Aerodactyl, or straight-up murdering another. I'm new to the play-by-post stuff too, so if there's any confusion caused on my part, just text or message me in the facebook group.
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![]() The first of the monsters rushes the three of you, wings spread and ready to tear into you with the claws at their tips. It passes by each of you in turn, attempting a brutal slash with its wings before planting its talons in the ground and turning to face you, letting out a savage roar as if issuing a challenge. Wing Attack on Fera: 1d20 + 4 ⇒ (14) + 4 = 18
Wing Attack on Nicholas: 1d20 + 2 ⇒ (7) + 2 = 9
Wing Attack on Johnto: 1d20 + 0 ⇒ (17) + 0 = 17
The second beast flies down and hovers 15 feet in the air. Its head rears back before coming back down, a stream of blue flames issuing forth from its gaping maw aimed straight at Fera. Dragonbreath on Fera: 1d20 + 2 ⇒ (18) + 2 = 20
From here you can see that their skin looks hard as rock. The scales of the beasts look as if they could deflect most conventional blows. Important Gameplay Info: My bad for initially forgetting these things were large. They take up all four squares that say M1/M2. M2 isn't really occupying that square because it is 15 feet in the air. An important note: if your attack has a secondary effect such as paralysis, roll that separately from your attack and damage. Combat in the Pokemon tabletop works similarly to DnD. Each turn you get a move action, moving up to 6 squares, as well as a standard action for using a move, item, etc. Unlike the standard Pokemon tabletop, you can replace a standard action with another movement if you want, we'll see how that works. Remember that changing weapon sets is a standard action. We don't really have anything that could constitute as a swift action or something else just yet, so we'll cross that bridge when we get to it. Your characters know practically nothing about most monsters in the wild. You guys know that these are rock/flying type Aerodactyls, but your characters don't. It's safe to assume that electric moves would work well against flying and aquatic pokemon, fire would work well on plants, and so on, obvious stuff. Also, unlike DnD, you don't have to worry about provoking attacks of opportunity, seeing as there is no distinction between moves that would count as provoking and non-provoking. Like DnD, I'm counting moving diagonally as moving a square and a half, so it costs three squares of movement to move two squares diagonally. We'll see how that works out, and we can change it later on if need be, since the Pokemon system normally counts diagonals as one square. For that reason, the range of ranged attacks count squares in the same way. Now kick some ass! This combat MAY be a little rough, but we can't see how it works if we don't try crazy stuff now can we?
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![]() At this point, the three of you have two options.
Andrew, if you wish to instead remain in the tavern, then that's cool too; just post as you normally would. We'll wait until after your next post to begin the combat, so if you want to jump in then see the combat spoiler, and include your position on the grid along with your next post. Combat:
Battle Grid You will need to declare a square for your character to start the fight in. Any of the light blue squares are okay. The winged monstrosities appears to have taken notice of prey on the ground down below. Judging from the lack of any living creatures around, you would assume that is you. The one on the right drops the two corpses in its talons as it lets out another shriek, readying for a swooping rush on your position. The other follows suite, dropping its load and diving in for the kill Initiative Order:
Escape: Make an escape check (1d20). Since you're so close to the tavern, you only need to roll a 9 or higher in order to duck inside before the monsters are upon you. ![]()
![]() For those that walk outside:
Flying Monsters Above you see two winged monsters with stony gray skin, their tails whipping about as they glide through the sky. One of the two lets out another shriek. You notice that each of them appear more red in some places, namely their talons, in which they are each holding at least one human. You can see that these humans are wearing the armor of the Diavaelian military. DM Only: A flat 19, you all would see this regardless of S. Defense ![]()
![]() An ear-splitting shriek suddenly rent the commotion of the tavern, silencing it almost instantly. Within seconds, men, women, and children alike frantically burst into the tavern, their faces marked by fear. The confused barkeep tries to leave the bar and approach, hoping to calm them down and see what the fuss is all about, but their cries answer him before he has a chance to ask: "Monsters, in the sky to the north! They're flying this way!" A panic ensued within the Resting Snorlax. People were diving under tables, drunkenly shoving others out of their way in hopes of finding a safe place to hide. Complete and utter chaos. The bartender and the serving girls tried all they might to calm the patrons and the newcomers down, but their efforts only had a slight impact. Another monstrous shriek came, this time louder than the last. An observant eye could see that the sound alone put stress on the windows of the establishment. It was if all of the tension that had built up over time in Vesperis was being let out, and everyone was fighting to make themselves safe, as flight might not be an option. ![]()
![]() The barkeep grinned at the woman's request. He called to a young dark-haired woman working the bar further down, "Anette, see to the gentleman that just came in; the one that is still up and walking. I've got a special request to fill!" While he turned to the taps behind him, visibly enjoying crafting his finest concoction, the man next to Fera grumbled as he continued sipping on his drink. He had the look of a farmer, tan from head to toe, a light bushy beard, strong looking arms, and a very plain manner of dress. The farmer seemed to shrug off her jab, appearing as if his mind was elsewhere. The young women left her station behind the bar and approached Silvano. She kept her distance so that he would have room to move about and find his own seat somewhere, but she remained close enough to where he could order whenever he was ready. ![]()
![]() In troubled times such as these, sometimes drink was the only thing that could calm a man's nerves. For this reason, the Resting Snorlax inn and tavern had its fair share of patrons that day. The bar was lined with what looked like a mix of travelers and farmers, each with at least one empty flagon already in front of them. Despite the beauty of the day outside and the afternoon hour, it was never too early for these patrons to drink their troubles away. The stout barkeep was more than happy to oblige their needs. At the tables throughout the establishment, men and women alike were seated enjoying a couple drinks or a warm looking meal. The inn was a decent sized place, easy to get lost amid the scattered patrons and the clamor of disgruntled farmers and jovial drunkards.
As Nicholas walked into the tavern, the barkeep caught sight of him. "Looking for a drink there, lad? Just find yourself a chair and fall into it, we'll have someone out to get you what you need!" The man needed to shout for Nicholas to even hope to hear him. He seemed to be a jovial enough fellow; obviously he enjoyed this job. ![]()
![]() In a world where savage beasts and mystical monsters roam the wilderness, humans have fought hard to find their own place and thrive. Using their manufactured weaponry, as well as magical arts similar to those employed by the world's monsters, humans are able to protect themselves, establish settlements, and eventually develop their own cities and civilizations. Three such kingdoms coexisted for many decades, the kingdoms of Giersis, Diavael, and Palladia, but that peace was shattered ten years ago with the appearance of the monster lord Giratina. Giratina emerged from the mountains to the west of Giersis, and with it came a slew of monsters the likes of which had yet to be seen within the three kingdoms. Within weeks, half of the kingdom had already fallen, and Giratina appeared to be unstoppable. Before long, the rulers of Diavael and Palladia realized just how much of a threat Giratina and its hordes were to, not only Giersis, but to their own kingdoms and the rest of the world as well. The two kingdoms banded together with the remaining forces of Giersis and waged an all-out offensive against the encroaching monsters. Grueling battles were fought and there were many human casualties, but ultimately Giratina's forces were scattered and the monster lord was slain. The war was done, but Giersis was almost completely in ruins. In the years that followed refugees began pouring into Diavael and Palladia, and both of those kingdoms worked to accommodate them as well as to make up for their own losses. Things have not been peaceful, however, as the populations of the two surviving kingdoms have swollen to nearly unsustainable levels. Cities and towns have become overcrowded, food shortages are rampant in some areas, crime has risen to new levels thanks to the social turmoil, and the monsters of the wilderness remain an ever present threat. Because of these factors a veil of unease has risen between Diavael and Palladia. Both kingdoms need more and more land each day, and the remaining lands of Giersis are nearly impossible to work with. Disagreements over borders and how to handle the refugees and aid for what is left of Giersis have furthered the rift between them. Tensions are at their highest now, and Diavael and Palladia appear to be on the brink of war. Minor altercations have broken out over land disagreements, and attacks by bandits and monsters only serve to stoke the growing flames. Both kingdoms are unable to give, and so they are poised to counter an imminent attempt by the other to take what little they have left. ------------------------------------------------------------------------ Vespiris is a small town in eastern Diavael, not terribly far from the border with Palladia. The town is situated on the eastern coast of Lake Mesprit, from whence the livelihoods of many of its inhabitants are derived. Small farmsteads dot the gentle hills to the south and east, and the Hercance Mountains can be seen on the horizon further beyond. All things are not well for this small border town of late. Between threats of Palladian troops, bandits lurking in the hills, and the ever present monster hordes, the people of Vespiris are always on edge waiting for anything. Criminal activity within the town is at a minimum due to the increased paranoia, but once outside things become completely different. To make matters worse, wild monsters in the surrounding area have become more aggressive, and attacks grow more frequent each day. For now, Vespiris enjoys a tenuous peace at best; a peace just waiting to be shattered. It is a day like any other in Vesperis. The midday sun sits high above, bathing the town and surrounding hills in a warm and beautiful light. A gentle cool breeze flows in from over the gentle waves of Lake Mesprit, bringing the late summertime heat down to a comfortable level. People are out and about going about their business as normal, exhibiting their usual paranoia, though the beauty of the day's weather seems to have calmed their nerves at least a little bit. ![]()
![]() Pokemon Warrior Rules:
Pokemon Warrior Rules
Stats
Derived Attributes
Discipline
Type
Abilities
Movesets
Armor
Attacking
Skill Checks
Pokemon
Leveling Up
All other rules, as of this point, function as they do in the PTA.
Fighter Discipline:
Tier 1: Peck Metal Claw Rage Tier 2:
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Level 1 Abilities
Level 20 Abilities
Level 40 Abilities
Level 60 Abilities
Martial Artist Discipline:
Tier 1 Low Kick Headbutt Double Slap Focus Energy Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Level 1 Abilities
Level 20 Abilities
Level 40 Abilities
Level 60 Abilities
Rogue Discipline:
Tier 1 Astonish Poison Sting Quick Attack Sand Attack Thief Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Level 1 Abilities
Level 20 Abilities
Level 40 Abilities
Level 60 Abilities
Wizard Discipline:
Tier 1 Absorb Gust Thundershock Ember Bubble Flash Mud Slap Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Level 1 Abilities
Level 20 Abilities
Level 40 Abilities
Level 60 Abilities
Bard Discipline:
Tier 1 Disarming Voice Helping Hand Supersonic Sing Sweet Scent Pay Day Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 8
Tier 9
Level 1 Abilities
Level 20 Abilities
Level 40 Abilities
Level 60 Abilities
Cleric Discipline:
Tier 1 Aqua Ring Recover Growth Leech Seed Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Level 1 Abilities
Level 20 Abilities
Level 40 Abilities
Level 60 Abilities
Resources: http://forums.pokemontabletop.com/site/ http://bulbapedia.bulbagarden.net/wiki/Main_Page http://pokemondb.net/move/all |