Trop Kick
grass- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- melee
You attempt to land an intense kick of tropical origins on the target. Make a melee attack, dealing 1d12 + MOVE grass damage on a hit. On a natural role of 16 or more, the target adds -1 to any attack it makes for the remainder of combat. This modifier can be stacked up to a maximum of -3.
At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.