Explosive charger: Difference between revisions
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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. 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 gets [[Demolition]] +3. When it | 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 gets [[Demolition]] +3. 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. | ||
Explosive chargers are not particularly smart, and can only speak Grassmuncher languages. | Explosive chargers are not particularly smart, and can only speak Grassmuncher languages. | ||
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'''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. | '''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. | ||
'''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]]. | |||
Revision as of 03:58, 10 May 2014
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 gets Demolition +3. 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.
Explosive chargers are not particularly smart, and can only speak Grassmuncher languages.
| Explosive Charger Paragon — 150 points
| |
| AD 9 (30 factor) GD 10 (50 factor) Will 3 (10 factor) HP 3 Toughness 6 | |
| Accuracy {{{accuracy}}} Save DC 9 | |
| Stealth 3 (8 factor) Perception 1 (2 factor) Agility {{{agility}}} | |
| Descriptors [ Blooded ], [ Bony ], [ Living ] | |
| Movement 50 meter land speed with 1 meter jump. 15 meter swim speed with 5 meter sink. | |
| Size 4 meters Reach 3 meters | |
| Weight 5760 Kilograms |
Advancement
The Explosive Charger may be given up to three more abilities for the normal price.
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.
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.
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.
