d20 +24 to Attack Body Defense | +32 to Damage
- Basic Attack
- This is Hill Giant Champion's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Hill Giant Champion's Combat Maneuvers.
- Staggering Sweep
- With a broad sweep of your weapon you strike out at enemies nearby. The attacked staggers your enemy doing Damage and lowering their Defenses.
- 3d6 Damage (11) Target: AOE (2x2) Range: 2 Spaces Duration: 1 Round
- Defenses -2 Target: AOE (2x2) Range: 2 Spaces Duration: 1 Round
d20 +24 to Attack Body Defense | +32 to Damage
- Boot to the Brain
- Seeing your enemies grouped up you wade it and kicking them in head. This boot to the brain does Damage and Moves the enemy.
- 5d8 Damage (23) Target: AOE (3x3) Range: 2 Spaces Duration: Instant
- Move Enemy 3 Target: AOE (3x3) Range: 2 Spaces Duration: Instant
- Boulder Bounce
- You launch a boulder at an enemy in an attempt to bounce it off their head!
- 11d10 Damage (61) Target: Creature (1) Range: 10 Spaces Duration: Instant
- Trample the Tiny
- Your enemies line up for you in a nice row. You let out a roar of glee and suddenly charge running them down. Trampling the tiny creatures does Damage and Moves them some. The Shape of this Spaces Power is 2x8.
- 3d8 Damage (14) Target: Spaces (16) Range: 2 Spaces Duration: Instant
- Move Enemy 1 Target: Spaces (16) Range: 2 Spaces Duration: Instant
- Take Charge
- Hill Giant Champions love to be in command and control of minions. If on their own they try to gain as much territory, lairs, and minions as possible. They are often also used by larger giant groups or other powerful beings as scouts and small group leaders.
- Hill Giant Champion Minions
- Hill Giant Champions are almost always encountered with at least some of their minions. They care nothing for their minions. They will use them and lose them whenever it suits their immediate needs. Their minions are usually orcs, ogres, or other weaker hill giants.
- Take Instead of Trade
- Hill giants as a whole would rather take than trade goods and services. However, they will create trade partners when they are unable to take what they need. These are almost always other evil(ish) groups. Goodly groups generally do not tolerate hill giants in an area because they know they will kill and steal whenever possible.
- Hill Giant Champion Smarts
- Hill Giant Champions are smarter than most other hill giants, orcs, and ogres but by no means are they smart when compared to the smart humans. Most of their intelligence lies within ambush and battle tactics. They can also be shrewd and greedy traders when they are forced to it. They almost always come out on top when trades are concerned.
NPC Auto Assigned Bonuses
Hill Giant Champion's Equipped Items
Hill Giant Champion's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Staggering Sweep
- With a broad sweep of your weapon you strike out at enemies nearby. The attacked staggers your enemy doing Damage and lowering their Defenses.
- 3d6 Damage Target: AOE (2x2) Range: 2 Spaces Duration: 1 Round
- Defenses -2 Target: AOE (2x2) Range: 2 Spaces Duration: 1 Round
- 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.
- 3d8 Damage Target: Creature (1) Range: 6 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 -3 Target: Creature (1) Range: 12 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
- Attack -3 Target: Creature (1) Range: 12 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 4 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 +3 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -3 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 +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +3 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 Maneuver Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Boot to the Brain
- Seeing your enemies grouped up you wade it and kicking them in head. This boot to the brain does Damage and Moves the enemy.
- 5d8 Damage Target: AOE (3x3) Range: 2 Spaces Duration: Instant
- Move Enemy 3 Target: AOE (3x3) Range: 2 Spaces Duration: Instant
- Boulder Bounce
- You launch a boulder at an enemy in an attempt to bounce it off their head!
- 11d10 Damage Target: Creature (1) Range: 10 Spaces Duration: Instant
The above Power (Boulder Bounce) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
- Trample the Tiny
- Your enemies line up for you in a nice row. You let out a roar of glee and suddenly charge running them down. Trampling the tiny creatures does Damage and Moves them some. The Shape of this Spaces Power is 2x8.
- 3d8 Damage Target: Spaces (16) Range: 2 Spaces Duration: Instant
- Move Enemy 1 Target: Spaces (16) Range: 2 Spaces Duration: Instant
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.
- Improved Additional Damage Boosts
- 'Damage Boost 4 times during Battle Time.
- Improved Damage Boost
- 'Increase the Hit Point damage of a Power by 30% 1 time during Battle Time.
- Improved Hit Points
- 'Add 60 Hit Points.
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