Difference between revisions of "Explosive charger"
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|name=Explosive Charger |points=80 |tier=Paragon | |name=Explosive Charger |points=80 |tier=Paragon | ||
|abilities=Abnormally Huge x2 | |abilities=Abnormally Huge x2 | ||
− | |ad= | + | |ad=10 (30 factor) |gd=12 (50 factor) |will=3 (10 factor) |
|attack=7 (50 factor) |initiative=4 |stealth=2 (8 factor) |perception=3 (2 factor) | |attack=7 (50 factor) |initiative=4 |stealth=2 (8 factor) |perception=3 (2 factor) | ||
|movement=20 meter [[land speed]] with 1 meter jump. 6 meter [[swim speed]]. | |movement=20 meter [[land speed]] with 1 meter jump. 6 meter [[swim speed]]. |
Revision as of 06:32, 17 April 2013
Explosive Charger
An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back. It has an Explosion attack, which deals 1d6+2 Heat damage, and targets all other creatures within reach. When it charges, 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.
Explosive chargers are not particularly smart, and cannot speak.
Explosive Charger Paragon — 80 points
| |
AD 10 (30 factor) GD 12 (50 factor) Will 3 (10 factor) HP 3 Toughness 6 | |
Accuracy {{{accuracy}}} Save DC {{{savedc}}} | |
Stealth 2 (8 factor) Perception 3 (2 factor) Agility {{{agility}}} | |
Descriptors {{{descriptors}}} | |
Movement 20 meter land speed with 1 meter jump. 6 meter swim speed. | |
Size 4 meters Reach 3 meters | |
Weight 5760 Kilograms | |
Skills Strongman +4, Acrobatics +3, Nature +6 |
Advancement
The Explosive Charger may be given up to seven abilities, with no more than three from any given category, for 9 points each.
Mole Heritage (20 points): The Explosive Charger gains a 10 meter burrow speed. Its Explosion attack flings creatures away from itself 2 meters per wound.
Aquatic (10 points): The Explosive Charger's swim speed increases by 20 meters, and all of its other speeds increase by 6 meters. It does not need to breathe.