Difference between revisions of "Explosive charger"
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==== Explosive Charger ==== | ==== 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+ | + | An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back. It has one "hand", its mouth, and deals +4 damage with [[unarmed]] attacks. It has an Explosion attack, which deals 1d6+5 Heat damage, and targets all other creatures within reach. Any other attack it makes deals +3 damage, and it deals +3 damage against objects. 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 chargers are not particularly smart, and cannot speak. | ||
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{{Creature | {{Creature | ||
|name=Explosive Charger |points=80 |tier=Paragon | |name=Explosive Charger |points=80 |tier=Paragon | ||
− | |abilities= | + | |abilities=Special (Survival) x2, Quick x1, Destructive x3 |
|ad=10 (30 factor) |gd=12 (50 factor) |will=3 (10 factor) | |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]]. | ||
|hp=3 |toughness=6 | |hp=3 |toughness=6 | ||
− | |attacks= | + | |attacks=2 |
|size=4 meters |reach=3 meters |carrying=784 [[Kilograms]] |weight=5760 [[Kilograms]] | |size=4 meters |reach=3 meters |carrying=784 [[Kilograms]] |weight=5760 [[Kilograms]] | ||
− | |skills=[[Strongman|Strongman +4]], [[Acrobatics|Acrobatics +3]], [[ | + | |skills=[[Strongman|Strongman +4]], [[Legerdemain|Legerdemain +1]], [[Acrobatics|Acrobatics +1]], [[Arcana|Arcana +3]], [[Bluff|Bluff +3]] |
}} | }} | ||
===== Advancement ===== | ===== Advancement ===== | ||
− | The Explosive Charger may be given up to | + | The Explosive Charger may be given up to three [[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 [[fling|flings]] creatures away from itself 2 meters per wound. | '''Mole Heritage (20 points):''' The Explosive Charger gains a 10 meter [[burrow speed]]. Its Explosion attack [[fling|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. | '''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. |
Revision as of 18:06, 8 June 2013
Explosive Charger
An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back. It has one "hand", its mouth, and deals +4 damage with unarmed attacks. It has an Explosion attack, which deals 1d6+5 Heat damage, and targets all other creatures within reach. Any other attack it makes deals +3 damage, and it deals +3 damage against objects. 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, Legerdemain +1, Acrobatics +1, Arcana +3, Bluff +3 |
Advancement
The Explosive Charger may be given up to three 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.