Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
13 | 10 | 9 | 9 | 4 | 7 | 13 | 19 |
d20 +8 to Attack Body Defense | +14 to Damage
- Basic Attack
- This is Grimlore Jabberjaw's Basic Attack.
- 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Grimlore Jabberjaw's Combat Maneuvers.
- Grimlore's Mauling
- Grimlore swings his maul around with reckless abandon trying to smash everything in its path.
- 4d4 Damage (10) Target: AOE (2x2) Range: 2 Spaces Duration: Instant
d20 +8 to Attack Body Defense | +14 to Damage
- Ballista Blast
- Aiming the heavy crossbow that is nearly the size of a ballista you fire at huge bolt at the enemy.
- 5d8 Damage (23) Target: Creature (1) Range: 7 Spaces Duration: Instant
- Impale Foe
- With a running charge you lower your head and impale a foe on your helmet spike, finishing the move with double spiked gauntlet strikes to the groin.
- Move Ally 2 Target: Creature (1) Range: Self Duration: Instant
- 8d6 Damage (28) Target: Creature (1) Range: 1 Space Duration: Instant
- Make a Hole
- Putting his head down Grimlore goes into a raging fit spinning and thrashing a small area trying it impale as many things as he can on his armor spikes all the while blasting enemies well out of the area.
- 3d4 Damage (8) Target: AOE (2x2) Range: 2 Spaces Duration: Instant
- Move Enemy 1 Target: AOE (2x2) Range: 2 Spaces Duration: Instant
d20 +7 to Attack Spirit Defense | +7 to Healing
- Grimlore the Battering Ram
- Doors and other small obstacles can't stop Grimlore! If someone is fool enough to hide behind a door Grimlore will just lower his head and ram it as if he himself is a battering ram! Grimlore can easily destroys mundane objects of 10 or less weight.
- Destroy Object: 10 Target: Space (1) Range: 1 Space Duration: Instant
- Grimlore's Wild Gaze
- Grimlore's wild bloodshot eyes bore into a foe promising a painful and messy death unsettling them to their core.
- Attack -3 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Speed -2 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Grimmlore's Determination
- Your enemy see's your grim determination and loses concentration and focus making them an easy target.
- Defenses -3 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
d20 +7 to Attack Spirit Defense | +7 to Healing
- Grim Resolve
- Hearing the tales of unwise adventurer's strengthens an allies resolve.
- 3d6 Healing (11) Target: Creature (1) Range: 1 Space Duration: Instant
- Grim Resolve
- Hearing the tales of unwise adventurer's strengthens an allies resolve.
- 3d6 Healing (11) Target: Creature (1) Range: 1 Space Duration: Instant
- Sickly Squirt of Slobber
- When Slobberdrool enters battle she gets even more drool-y than normal. Give her a kick and she will clamp down her jaws ejecting all the excess slobber at the enemy. The horrible mess freaks out your enemy to your advantage.
- Attack -2 Target: Spaces (2) Range: 1 Space Duration: 1 Round
- Combat Maneuvers -1 Target: Spaces (2) Range: 1 Space Duration: 1 Round
- Defenses -2 Target: Spaces (2) Range: 1 Space Duration: 1 Round
- Speed -2 Target: Spaces (2) Range: 1 Space Duration: 1 Round
- Ear for Stories and Legend
- Grimlore has an ear for stories and legends of all kinds. He seeks to learn as much as he can from these stories in an effort to make it into old age, which he greatly doubts he will. Whenever he is out at a tavern or with other people, which is quite frequent, he pushes them for any stories they know. However, where most may focus on the successes, Grimlore focuses on the failures. He does this in hopes of learning from others mistakes.
- The Orator
- Grimlore is quite the orator. Whenever he finds an audience he is quick to seize the opportunity to speak to many at once. When most bards sing songs of fabulous heroics Grimlore’s tales are almost always those that end in tragedy and failure. As he learns the tales he spreads their grim outcomes to all those that will hear his voice. Some may seem him as the crazy dwarf screaming “The End Is Neigh!” but most see the wisdom in his dark and illuminating tales.
- Prove Grimlore Wrong
- Many of Grimlore’s companions have been stirred to greatness with the motivation to prove the dour and surly dwarfs dire predictions of grizzly failure wrong. Often times harsh words and even threats are tossed his way in the middle of battle. Usually when Grimlore shouts out to remember the failure of some long lost would be forgotten hero. There are a few though, that see his words are not only laced in wisdom of the future, but in the urgency and immediacy of battle. His ways might not be tha
Grimlore Jabberjaw's Equipped Items
- Athletics +3
- This effect grants Athletics +3.
- Lesser Enhanced Damage
- Add 2 dice to all powers that damage Hit Points.
- Defenses +3
- This effect grants Defenses +3.
- Lesser Damage Resistance
- Reduce damage by 10 anytime damage is taken.
- Movement, Ground
- This effect grants the ability to move on solid surfaces like they were the ground.
- Lesser Speed
- Increase Speed by 2.
- Sickly Squirt of Slobber
- When Slobberdrool enters battle she gets even more drool-y than normal. Give her a kick and she will clamp down her jaws ejecting all the excess slobber at the enemy. The horrible mess freaks out your enemy to your advantage.
- Attack -2 Target: Spaces (2) Range: 1 Space Duration: 1 Round
- Combat Maneuvers -1 Target: Spaces (2) Range: 1 Space Duration: 1 Round
- Defenses -2 Target: Spaces (2) Range: 1 Space Duration: 1 Round
- Speed -2 Target: Spaces (2) Range: 1 Space Duration: 1 Round
- Subterfuge +3
- This effect grants Subterfuge +3.
Grimlore Jabberjaw's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Grimlore's Mauling
- Grimlore swings his maul around with reckless abandon trying to smash everything in its path.
- 2d4 Damage Target: AOE (2x2) Range: 2 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.
- 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -2 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +2 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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
- Ballista Blast
- Aiming the heavy crossbow that is nearly the size of a ballista you fire at huge bolt at the enemy.
- 3d8 Damage Target: Creature (1) Range: 7 Spaces Duration: Instant
- Impale Foe
- With a running charge you lower your head and impale a foe on your helmet spike, finishing the move with double spiked gauntlet strikes to the groin.
- Move Ally 2 Target: Creature (1) Range: Self Duration: Instant
- 6d6 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Make a Hole
- Putting his head down Grimlore goes into a raging fit spinning and thrashing a small area trying it impale as many things as he can on his armor spikes all the while blasting enemies well out of the area.
- 1d4 Damage Target: AOE (2x2) Range: 2 Spaces Duration: Instant
- Move Enemy 1 Target: AOE (2x2) Range: 2 Spaces Duration: Instant
- Grimlore the Battering Ram
- Doors and other small obstacles can't stop Grimlore! If someone is fool enough to hide behind a door Grimlore will just lower his head and ram it as if he himself is a battering ram! Grimlore can easily destroys mundane objects of 10 or less weight.
- Destroy Object: 10 Target: Space (1) Range: 1 Space Duration: Instant
- Grimlore's Wild Gaze
- Grimlore's wild bloodshot eyes bore into a foe promising a painful and messy death unsettling them to their core.
- Attack -3 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Speed -2 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Grimmlore's Determination
- Your enemy see's your grim determination and loses concentration and focus making them an easy target.
- Defenses -3 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Grim Resolve
- Hearing the tales of unwise adventurer's strengthens an allies resolve.
- 3d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Grim Resolve
- Hearing the tales of unwise adventurer's strengthens an allies resolve.
- 3d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Minor Subterfuge Skill Focus
- 'Increase Subterfuge Skill by 2.
- Minor Assault Leader
- 'Add +1 to Attack to an ally next to you.
- Minor Expand Leadership
- 'Grant allies your Leader Specialties Bonuses within 2 spaces of you instead of 1. Used to enhance other Leadership Specialties.
- Minor Hit Points
- 'Add 10 Hit Points.
- Lesser Hit Points
- 'Add 30 Hit Points.
- Lesser Assault Leader
- 'Add +2 to Attack to an ally next to you.
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