Difference between revisions of "Explosive charger"
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==== Explosive Charger ==== | ==== Explosive Charger ==== | ||
{{Image|Explosive charger|300px}} | {{Image|Explosive charger|300px}} | ||
− | An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back | + | An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back. |
Explosive chargers are not particularly smart, and can only speak Grassmuncher languages. | Explosive chargers are not particularly smart, and can only speak Grassmuncher languages. | ||
{{Creature | {{Creature | ||
− | |name=Explosive Charger |points= | + | |name=Explosive Charger |points=140 |tier=Paragon |
− | |descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ] | + | |descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ], [ [[Orange]] ] |
− | | | + | |basicspecialties=Physical Evasion, Slippery Wit, Offensive, Sturdy, Brutal |
− | |ad= | + | |advancedspecialties=Ungrabbable 2, Aggressive 2, Stealthy, Perceptive, Sturdy |
− | | | + | |extras=Big 2, Might & Magic 1 |
+ | |ad=3 |gd=6 |will=1 | ||
+ | |accuracy=0 |agility=0 |stealth=2 |perception=1 | ||
|movement=50 meter [[land speed]] with 1 meter jump. 15 meter [[swim speed]] with 5 meter sink. | |movement=50 meter [[land speed]] with 1 meter jump. 15 meter [[swim speed]] with 5 meter sink. | ||
− | |hp= | + | |hp=5 |toughness=6 |
− | | | + | |savedc=4 |muscle=6 |magic=1 |
− | |size=4 meters |reach=3 meters | + | |size=4 meters |reach=3 meters |weight=5760 [[Kilograms]] |
}} | }} | ||
+ | |||
+ | An explosive charger has one "hand", its mouth, and deals 1d6+7 damage with [[unarmed]] attacks ([[Muscle]] included). | ||
+ | |||
+ | It has a [[Loud]] [[Magic-Damage]] [[Muscle-Area]] Explosion attack, which deals 1d6+2 Heat damage ([[Magic Power]] included), and targets all other creatures in a 12 meter [[blast]] ([[Muscle]] included). | ||
+ | |||
+ | When it [[rush|rushes]], it may travel in a straight line, without need for a floor. | ||
+ | |||
+ | When it Runs with any speed that would normally double while running, its speed is tripled instead. | ||
===== Advancement ===== | ===== Advancement ===== | ||
− | The Explosive Charger | + | '''Mole Heritage (30 points):''' The Explosive Charger gains a 25 meter [[burrow speed]]. Its Explosion attack [[fling|flings]] creatures away from itself 2 meters per wound. It gains an [[Advanced Specialty]]. |
− | ''' | + | '''Aquatic (15 points):''' The Explosive Charger's [[swim speed]] increases by 50 meters, and all of its other speeds increase by 15 meters. It does not need to breathe. It gains an [[Advanced Specialty]]. |
− | ''' | + | '''Hover (30 points):''' As an [[immediate action]], the Explosive Charger can fix its position, becoming stuck. It cannot be moved by gravity, movement speeds, flinging, or inertia. This effect ends when it [[rush|rushes]]. It gains an [[Advanced Specialty]] and becomes [ [[Pink]] ]. |
Latest revision as of 01:49, 11 June 2024
Explosive Charger
An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back.
Explosive chargers are not particularly smart, and can only speak Grassmuncher languages.
Explosive Charger Paragon — 140 points
| |
AD 3 GD 6 Will 1 HP 5 Toughness 6 | |
Muscle 6 Accuracy 0 Save DC 4 Magic Power 1 | |
Stealth 2 Perception 1 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Orange ] | |
Movement 50 meter land speed with 1 meter jump. 15 meter swim speed with 5 meter sink. | |
Size 4 meters Reach 3 meters | |
Carrying Capacity 640 kilograms Weight 5760 Kilograms | |
Basic Specialties Physical Evasion, Slippery Wit, Offensive, Sturdy, Brutal | |
Advanced Specialties Ungrabbable 2, Aggressive 2, Stealthy, Perceptive, Sturdy | |
Extras Big 2, Might & Magic 1 |
An explosive charger has one "hand", its mouth, and deals 1d6+7 damage with unarmed attacks (Muscle included).
It has a Loud Magic-Damage Muscle-Area Explosion attack, which deals 1d6+2 Heat damage (Magic Power included), and targets all other creatures in a 12 meter blast (Muscle included).
When it rushes, it may travel in a straight line, without need for a floor.
When it Runs with any speed that would normally double while running, its speed is tripled instead.
Advancement
Mole Heritage (30 points): The Explosive Charger gains a 25 meter burrow speed. Its Explosion attack flings creatures away from itself 2 meters per wound. It gains an Advanced Specialty.
Aquatic (15 points): The Explosive Charger's swim speed increases by 50 meters, and all of its other speeds increase by 15 meters. It does not need to breathe. It gains an Advanced Specialty.
Hover (30 points): As an immediate action, the Explosive Charger can fix its position, becoming stuck. It cannot be moved by gravity, movement speeds, flinging, or inertia. This effect ends when it rushes. It gains an Advanced Specialty and becomes [ Pink ].