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Lizarkfolk Skinner
Lizarkfolk Skinner is a Generalist Aggressor who is Focused
Character
Level
9
Tier
3
Range
Close
Target
Single
NPC Tier
Minion
Difficulty
Easy
Group Level
11
Group Size
3 - 5
Body
2
Mind
5
Spirit
7
Durability
107%
Mobility
Reaction
7
Speed
7
Max Move
600
Health
Hit Points
1 Hit
Defenses
Body
20
Mind
23
Spirit
25
Defense Bonus
5
Healing
Mystic
8
Generalist
19
Attacks
Body
8
Mind
11
Spirit
13
Damage
Combatant
5
Mystic
8
Lizarkfolk Skinner's Skills : 17 / 27 / 37
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
2 7 7 10 5 5 7 10
At Will Powers | Offensive Generalist
d20 +13 to Attack Spirit Defense | +19 to Healing
Basic Attack
This is Lizarkfolk Skinner's Basic Attack.
  • 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Lizarkfolk Skinner's Combat Maneuvers.
Cripple Prey
With precision and skill you cripple your prey.
  • Attack -1 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
  • Defenses -1 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
  • Speed -1 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 30
Roleplay Details for Lizarkfolk Skinner
Physical
Weight
300
Height
7 Feet
Skin Color
Scales can be almost any color.
Personality
Sense of Humor
None
Enjoyments
Battle
Hobby
Tanning Human Skins
Historical
Ally
Dragons
Enemy
Orcs
Languages
Common
Lizarkfolk Skinner's Character Notes
Warlike Culture
Lizardfolk form loose tribes around the strongest warriors. They often fight among themselves but put there contests aside when strangers are near. Then the lizardfolk test their battle prowess against outsiders.
Created: 2015-05-27 21:28:52 | Updated: 2015-05-27 21:28:52
Lizarkfolk Skinner's Wealth
Cash
Items
Assets
Total

NPC Auto Assigned Bonuses

Atomic RPG auto generated NPC Bonuses represent normal gear, items, and coolness of a NPC. With these mods regular items don’t need to be added. These can also represent tough hide, sharp teeth, and other natural strengths of a NPC animal or monster. If you want to equip the NPC with specific gear you can, but they are not needed. Character Items should be equivalent to these to keep this character balanced. If many items with bonuses are added consider removing Auto Assigned Bonuses from the NPC. This can be done in Edit Level > Base NPC.
Lizarkfolk Skinner's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
3
The bonus is automatically added to the NPC's Attack, Damage, Defenses, and Healing. The Character Tier of the NPC is also added to Speed.
Lizarkfolk Skinner's Assets

Lizarkfolk Skinner's Equipped Items

Lizarkfolk Skinner's Unequipped Items

Lizarkfolk Skinner's Power Pools
At Will Powers
Offensive Generalist
Power Cap
35
Points Left
5

Unmodified Powers are listed on this page. Errors for Powers will also be displayed.

Lizarkfolk Skinner's At Will Powers
Cripple Prey
With precision and skill you cripple your prey.
  • Attack -1 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
  • Defenses -1 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
  • Speed -1 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 30
Lizarkfolk Skinner's Basic Attack & Combat Maneuvers
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
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT
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
Aggression: Offensive | Discipline: Mystic | Use In: BT
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 -3 Target: Creature (1) Range: 12 Duration: 1 Round
Aggression: Offensive | Discipline: Generalist | Use In: BT
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
Aggression: Offensive | Discipline: Combatant | Use In: BT
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
Aggression: Offensive | Discipline: All | Use In: BT
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
Aggression: Defensive | Discipline: All | Use In: BT
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 +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT

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.

Lizarkfolk Skinner's Level One Choices
Traits
Body
2
Mind
5
Spirit
7
Rank
Minion
Difficulty
Easy
Group Size
3
Auto Gear
Yes
NPC Bonus
3
Character Type
Archetype
Generalist
Style
Aggressor
Focus
Focused
Skill 1
Perception
Skill 2
Subterfuge
Disciplines
Signature
Offensive Generalist
Range Tactics
Close
Target Tactics
Single
Level One Notes
Lizardfolk Skinners are minions of larger Lizardfolk groups. They usually accompany more powerful lizardfolk to learn their tactics and assist in battle. Though inexperienced, they can be just as fierce as the more powerful lizardfolk.
Tags
Aggressor, Close Range, Focused, Generalist, Minion, Single Target, Stone Age
Lizarkfolk Skinner's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
3
Religion
0
Scholar
0
Social
0
Subterfuge
3
Lizarkfolk Skinner's Specialty Choices
Level Gained
Specialty and Description
Lizarkfolk Skinner's Cheater Stuff
Name and Description
Modification
Amount

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