Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
24 | 14 | 4 | 14 | 9 | 9 | 4 | 4 |
d20 +28 to Attack Body Defense | +57 to Damage
- Basic Attack
- This is Lava Constrictor's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Lava Constrictor's Combat Maneuvers.
- Viper Strike
- In a sudden blur you strike out at your target.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 10d12 Damage (65) Target: Creature (1) Range: 6 Spaces Duration: Instant
d20 +28 to Attack Body Defense | +57 to Damage
- Breath of Fire
- A massive breath of flame shoots out of your mouth enveloping your enemies in a large area. This disorients them briefly slowing their Speed for a short time.
- 6d10 Damage (33) Target: AOE (5x5) Range: 1 Space Duration: 1 Round
- Speed -3 Target: AOE (5x5) Range: 1 Space Duration: 1 Round
- Coils of Fire
- You throw coils of fire around your victim keeping them from escaping. These are meant to keep an enemy where they are and damage them for many rounds.
- 5d12 Damage (33) Target: Creature (1) Range: 6 Spaces Duration: 4 Rounds
- Speed -5 Target: Creature (1) Range: 6 Spaces Duration: 4 Rounds
- Planar Poison
- You poison your foe with a terrible poison that makes their blood feel like it is on fire. It lasts for a few rounds severely affecting your enemies abilities in combat.
- 5d4 Damage (13) Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Attack -4 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Defenses -3 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Speed -2 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Lava Constrictor Wits
- Lava Constrictors are smarter than many realize. They rarely talk but understand speech easily and can follow orders quite well if they desire too. They can analyze a situation. Plan tactics and strategies against foes that can threaten them.
- Powerful Allies
- Lava Constrictors often ally themselves with powerful elemental beings. They often act as guards or assassins. In return they are often given territory to hunt. They also use their alliance as protection from external threats they themselves cannot handle.
- Diet
- They will eat just about any fleshy creature. They are able to go very long periods without eating. Conversely if they have access to a lot of food they will gorge themselves as this will only make they grow faster. Their size can range from a couple feet in length to almost 50 feet depending on their age and how much they consume.
- Tactical Combat
- Lava Constrictors usually start battle with their breath of fire. This helps to sort out the strong and the weak. They will then use Coils of FIre or Planar Poison on the more Powerful foes. They will then use Viper Strike between poisoning or wrapping their enemies if their flaming coils.
NPC Auto Assigned Bonuses
Lava Constrictor's Equipped Items
Lava Constrictor's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Viper Strike
- In a sudden blur you strike out at your target.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 6d12 Damage 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.
- 4d10 Damage Target: Creature (1) Range: 8 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 -4 Target: Creature (1) Range: 16 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 -4 Target: Creature (1) Range: 16 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 5 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 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 +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Breath of Fire
- A massive breath of flame shoots out of your mouth enveloping your enemies in a large area. This disorients them briefly slowing their Speed for a short time.
- 2d10 Damage Target: AOE (5x5) Range: 1 Space Duration: 1 Round
- Speed -3 Target: AOE (5x5) Range: 1 Space Duration: 1 Round
- Coils of Fire
- You throw coils of fire around your victim keeping them from escaping. These are meant to keep an enemy where they are and damage them for many rounds.
- 1d12 Damage Target: Creature (1) Range: 6 Spaces Duration: 4 Rounds
- Speed -5 Target: Creature (1) Range: 6 Spaces Duration: 4 Rounds
- Planar Poison
- You poison your foe with a terrible poison that makes their blood feel like it is on fire. It lasts for a few rounds severely affecting your enemies abilities in combat.
- 1d4 Damage Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Attack -4 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Defenses -3 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Speed -2 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
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.
- Greater Damage Increase
- 'Add 20 Damage to all offensive Powers that Damage Hit Points.
- Greater Defenses
- 'Add 4 to all Defenses.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
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