Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
7 | 11 | 10 | 10 | 11 | 11 | 4 | 4 |
d20 +20 to Attack Mind Defense | +28 to Damage | +17 to Healing
- Basic Attack
- This is Cloud Giant Raider's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Cloud Giant Raider's Combat Maneuvers.
- Lightning Stike
- You point your finger and a bolt of lightning blasts out of the sky and strikes your target. This blasts them back and leaves them weakened for a short time.
- 4d4 Damage (10) Target: Creature (1) Range: 6 Spaces Duration: Instant
- Hit Points -15 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
- Move Enemy 2 Target: Creature (1) Range: 6 Spaces Duration: Instant
d20 +20 to Attack Mind Defense | +28 to Damage | +17 to Healing
- Lightning Rod
- You create a field of energy around a target turning them into a lightning rod! Natural lightning strikes the target repeatedly while they are charged. This also interferes with their ability to Teleport.
- 4d10 Damage (22) Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Weaken Teleporting -6 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Morningstar Mangling
- With a mighty sweep of your morning star you cleave through several enemies. The Spaces affected are 4x2 line with 1 Space on the end of line added. 4x1 + 5x1 side by side.
- 7d10 Damage (39) Target: Spaces (9) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Spaces (9) Range: 1 Space Duration: Instant
- Live In The Clouds
- Cloud Giants live in the clouds or other areas that are thick with fog and clouds. They are at home in the concealment. They use the clouds to their advantage in everything they do. It conceals their homes, their cities, their raiding parties, and they seem to be unaffected by its concealment.
- Cloud Giant Society
- Cloud Giants tend to live in groups of themselves. Sometimes other giants but they are fairly xenophobic. Of course this depends on the geopolitical climate in which they live. They may have trade agreements with some groups. With other groups they just raid them when they need to.
- Raider's Tactics
- These Cloud Giant Raiders are usually the first to enter an area. Whether they are exploring or raiding these Cloud Giant Raiders are the first to enter. They do so under a thick blanket of fog and often the cover of a storm as well. This helps to mask their movements and activities. They generally prefer to get it, get out, of an area before too much resistance can be assembled. Rarely do they raid for killing. Usually they raid for supplies.
NPC Auto Assigned Bonuses
Cloud Giant Raider's Equipped Items
Cloud Giant Raider's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Lightning Stike
- You point your finger and a bolt of lightning blasts out of the sky and strikes your target. This blasts them back and leaves them weakened for a short time.
- 1d4 Damage Target: Creature (1) Range: 6 Spaces Duration: Instant
- Hit Points -15 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
- Move Enemy 2 Target: Creature (1) Range: 6 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.
- 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, 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
- 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 Manuever Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Lightning Rod
- You create a field of energy around a target turning them into a lightning rod! Natural lightning strikes the target repeatedly while they are charged. This also interferes with their ability to Teleport.
- 1d10 Damage Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Weaken Teleporting -6 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Morningstar Mangling
- With a mighty sweep of your morning star you cleave through several enemies. The Spaces affected are 4x2 line with 1 Space on the end of line added. 4x1 + 5x1 side by side.
- 4d10 Damage Target: Spaces (9) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Spaces (9) Range: 1 Space 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 Enhanced Damage
- 'Add 3 dice to all powers that damage Hit Points.
- Improved Speed
- 'Increase Speed by 3.
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