Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
6 | 6 | 20 | 25 | 1 | 1 | 1 | 1 |
d20 +33 to Attack Body Defense | +63 to Damage
- Basic Attack
- This is Spiderant King's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Spiderant King's Combat Maneuvers.
- Scythe Sweep
- You limbs are like scythes that cut through your enemies!
- 7d12 Damage (46) Target: AOE (4x4) Range: 3 Spaces Duration: Instant
d20 +33 to Attack Body Defense | +63 to Damage
- Everything is Sharp
- Every inch of you has spines or sharp ridges. This causes the slightest of brushes against you to cause damage to your enemies. It is very dangerous being this close to you!
- 12d12 Damage (78) Target: Spaces (2) Range: Self Duration: 2 Rounds
- Impale Interloper
- You rise up and and then stomp back down impaling two nearby enemies.
- 15d12 Damage (98) Target: Creatures (2) Range: 6 Spaces Duration: Instant
- Sticky Spinneret
- You launch a sticky glob of spinneret goo at your enemies tangling them in a mess of silk that hinders their attacks.
- 5d12 Damage (33) Target: Creatures (3) Range: 10 Spaces Duration: Instant
- Attack -5 Target: Creatures (3) Range: 10 Spaces Duration: 2 Rounds
- Battle Tactics
- The Spiderant King itself doesn't really have any kind of specific tactics. It charges into the nearest or most dangerous threat to the colony and goes all out. It will try to attack as many as it can at once but does not concern itself with cover, Tactical Advantage, or other methods of "smart fighting". It's primary purpose is to kill intruders as fast as possible.
- Color and Mutations
- The Spiderant King is one of the oldest and most battle hardened spiderants you can encounter. They often have very thick chitinous shells covered with spikes or razor sharp edges. They are also often mutated from their long lives in polluted areas. They may have gained elemental or other strange abilities that help them battle intruders. Their coloring may match their mutations but it is primarily bright and colorful to intimidate enemies.
- Awaken From Slumber
- Spiderant Kinds usually have a section of the colony to themselves. If they have not had to defend the colony in awhile it may take them a little time to break out of their semi hibernation they fall into between battles. The hibernation helps them heal, grow stronger, and conserve energy for defense. Sometimes it goes so long that the Spiderant King become entombed in the cave causing it to have to spend a little more effort to break free.
- Trophy and Tools
- A Spiderant King head is a highly sought after trophy. They are very difficult to get but it is definitely a badge of honor to be able to display one and regal any who would listen the tale of slaying the beast. Besides the trophy there are also many usable parts of a giant spiderant. The shell itself can make a small shelter. The spikes and ridges can become tools of all kinds. And the amount of meat that can be attained, if not too tainted, can feel a village for a week!
NPC Auto Assigned Bonuses
Spiderant King's Equipped Items
Spiderant King's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Scythe Sweep
- You limbs are like scythes that cut through your enemies!
- 3d12 Damage Target: AOE (4x4) Range: 3 Spaces Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 4d10 Damage Target: Creature (1) Range: 8 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 5 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Everything is Sharp
- Every inch of you has spines or sharp ridges. This causes the slightest of brushes against you to cause damage to your enemies. It is very dangerous being this close to you!
- 8d12 Damage Target: Spaces (2) Range: Self Duration: 2 Rounds
- Impale Interloper
- You rise up and and then stomp back down impaling two nearby enemies.
- 11d12 Damage Target: Creatures (2) Range: 6 Spaces Duration: Instant
- Sticky Spinneret
- You launch a sticky glob of spinneret goo at your enemies tangling them in a mess of silk that hinders their attacks.
- 1d12 Damage Target: Creatures (3) Range: 10 Spaces Duration: Instant
- Attack -5 Target: Creatures (3) Range: 10 Spaces Duration: 2 Rounds
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Greater Damage Increase
- 'Add 20 Damage to all offensive Powers that Damage Hit Points.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Improved Enhanced Critical Attack
- 'Critical Attacks become a 18 or higher if the Attack hits. Only 20's auto-hit.
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