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Lizardfolk Trapper
Lizardfolk Trapper is a Combatant Aggressor who is Focused
Character
Level
11
Tier
3
Range
Far
Target
Single
NPC Tier
Specialist
Difficulty
Difficult
Group Level
11
Group Size
3 - 5
Body
11
Mind
7
Spirit
4
Durability
105%
Mobility
Reaction
11
Speed
7
Max Move
1,050
Health
Hit Points
275
Defenses
Body
31
Mind
27
Spirit
24
Defense Bonus
4
Healing
Mystic
13
Generalist
10
Attacks
Body
23
Mind
19
Spirit
16
Add Range
6
Damage
Combatant
28
Mystic
13
Lizardfolk Trapper's Skills : 19 / 29 / 39
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
11 11 4 10 7 7 4 10
At Will Powers | Offensive Combatant
d20 +23 to Attack Body Defense | +28 to Damage
Basic Attack
This is Lizardfolk Trapper's Basic Attack.
  • 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Lizardfolk Trapper's Combat Maneuvers.
Mosquito Darts
You launch a volley of darts through your blowgun at your enemy. Like a swarm of mosquitos they fly in forcing your enemy to Move in an attempt to avoid them. This Power does Hit Point Damage and Moves your enemy.
  • 2d6 Damage (7) Target: Creature (1) Range: 14 Spaces Duration: Instant
  • Move Enemy 2 Target: Creature (1) Range: 14 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 48
Signature Powers | Offensive Combatant
d20 +23 to Attack Body Defense | +28 to Damage
Bola Choke
You throw a bola at your enemy in an attempt to capture them quickly. The bola wraps around their neck choking and hindering them. The Power reduces Hit Points by 25 and lowers Speed and Defenses for a few rounds.
  • Defenses -3 Target: Creature (1) Range: 14 Spaces Duration: 2 Rounds
  • Hit Points -10 Target: Creature (1) Range: 14 Spaces Duration: 2 Rounds
  • Speed -2 Target: Creature (1) Range: 14 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 96
Poisoned Blowgun Dart
You fire a poisoned dart through your blowgun at an enemy. The dart hurts them but the poison also weakens their combat abilities. This Power does Hit Point Damage as well as lowers Resistance and Attack.
  • 2d10 Damage (11) Target: Creature (1) Range: 14 Spaces Duration: 1 Round
  • Attack -4 Target: Creature (1) Range: 14 Spaces Duration: 1 Round
  • Resistance -10 Target: Creature (1) Range: 14 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 94
Roleplay Details for Lizardfolk Trapper
Physical
Height
7 Feet
Weight
275
Skin Color
Scales can be almost any color.
Personality
Enjoyments
Hunting fleshy humanoids.
Emotional Disposition
Unstable
Historical
This character does not have any historical characteristics. If this is your character you can add some using the button above to edit the character's roleplay options.
Languages
Common
Lizardfolk Trapper'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 21:28:34 | Updated: 2015-05-27 21:28:34
Lizardfolk Trapper'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.
Lizardfolk Trapper's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
6
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.
Lizardfolk Trapper's Assets

Lizardfolk Trapper's Equipped Items

Lizardfolk Trapper's Unequipped Items

Lizardfolk Trapper's Power Pools
At Will Powers
Offensive Combatant
Power Cap
48
Points Left
0
Signature Powers
Offensive Combatant
Total Points
309
Power Cap
96
Points Left
119

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

Lizardfolk Trapper's At Will Powers
Mosquito Darts
You launch a volley of darts through your blowgun at your enemy. Like a swarm of mosquitos they fly in forcing your enemy to Move in an attempt to avoid them. This Power does Hit Point Damage and Moves your enemy.
  • 2d6 Damage Target: Creature (1) Range: 8 Spaces Duration: Instant
  • Move Enemy 2 Target: Creature (1) Range: 8 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 48
Lizardfolk Trapper'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
Lizardfolk Trapper's Signature Powers
Bola Choke
You throw a bola at your enemy in an attempt to capture them quickly. The bola wraps around their neck choking and hindering them. The Power reduces Hit Points by 25 and lowers Speed and Defenses for a few rounds.
  • Defenses -3 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
  • Hit Points -10 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
  • Speed -2 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 96
Poisoned Blowgun Dart
You fire a poisoned dart through your blowgun at an enemy. The dart hurts them but the poison also weakens their combat abilities. This Power does Hit Point Damage as well as lowers Resistance and Attack.
  • 2d10 Damage Target: Creature (1) Range: 8 Spaces Duration: 1 Round
  • Attack -4 Target: Creature (1) Range: 8 Spaces Duration: 1 Round
  • Resistance -10 Target: Creature (1) Range: 8 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 94

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.

Lizardfolk Trapper's Level One Choices
Traits
Body
11
Mind
7
Spirit
4
Rank
Specialist
Difficulty
Difficult
Group Size
3
Auto Gear
Yes
NPC Bonus
6
Character Type
Archetype
Combatant
Style
Aggressor
Focus
Focused
Skill 1
Perception
Skill 2
Subterfuge
Disciplines
Signature
Offensive Combatant
Range Tactics
Far
Target Tactics
Single
Level One Notes
Lizardfolk Trappers usually lead hunting parties of small groups of Lizardfolk. They find and then stalk their prey. When they are ready, they attack by surprise and penalize the toughest first. Then the rest of the Lizardfolk rush in to finish it off.
Tags
Aggressor, Attack Accuracy, Combatant, Far Range, Focused, Ranged Combat, Single Target, Specialist, Stone Age
Lizardfolk Trapper's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
6
Religion
0
Scholar
0
Social
0
Subterfuge
6
Lizardfolk Trapper's Specialty Choices
Level Gained
Specialty and Description
11
Improved Attack Accuracy
'Add 3 to all attacks.
11
Improved Ranged Combat
'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
Lizardfolk Trapper's Cheater Stuff
Name and Description
Modification
Amount

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