Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
4 | 3 | 0 | 18 | 5 | 3 | 2 | 11 |
d20 +19 to Attack Mind Defense | +33 to Damage | +10 to Healing
- Basic Attack
- This is Kaulder the Last Witch Hunter's Basic Attack.
- 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Kaulder the Last Witch Hunter's Combat Maneuvers.
- Smack a Witch
- You are the hunter. When you are ready to pounce you tag your enemy.
- 10d6 Damage (35) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +19 to Attack Mind Defense | +33 to Damage | +10 to Healing
- Blast the Beasts
- You unsling your weapon and blast a group of enemies that are trying to stay out of your reach.
- 6d8 Damage (27) Target: AOE (2x2) Range: 7 Spaces Duration: Instant
- Move Enemy 2 Target: AOE (2x2) Range: 7 Spaces Duration: Instant
- Burn the Witch
- You set your target on fire! This is how you make sure you kill a witch. Your target remains on fire for several rounds. During this time their Hit Points are also lowered.
- 3d8 Damage (14) Target: Creature (1) Range: 1 Space Duration: 4 Rounds
- Hit Points -10 Target: Creature (1) Range: 1 Space Duration: 4 Rounds
d20 +16 to Attack Body Defense | +22 to Damage
- Call Out Your Enemy
- You call out to your enemy that their end is near! They believe your words might be true lowering their Attack and will to continue. You know your words are true which gives you a bonus to Attack.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 3d4 Damage (8) Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- Attack -1 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- Drive It Home
- With a yell and a lung you drive your blade into your enemy. This attack goes for the center mass of your enemy making it very difficult to avoid.
- Attack +4 Target: Creature (1) Range: Self Duration: Instant
- 6d6 Damage (21) Target: Creature (1) Range: 2 Spaces Duration: Instant
d20 +19 to Attack Mind | +33 to Damage | +10 to Healing
- Determined
- With determination you grit your teeth and give yourself the will to continue.
- 4d6 Healing (14) Target: Creature (1) Range: 3 Spaces Duration: Instant
- Fight On
- You empower your target to fight on. Your presence increases their motivation to push past barriers they may otherwise fail to. Their Hit Points increase and they heal some Hit Points for the next few rounds.
- 1d4 Healing (3) Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Hit Points +5 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Back Story
- Armies of witch hunters battled the unnatural witch enemy across the globe for centuries, including Kaulder, a valiant warrior who managed to slay the all-powerful Queen Witch, decimating her followers in the process. In the moments right before her death, the Queen Witch curses Kaulder with her own immortality, forever separating him from his beloved wife and daughter in the afterlife.
- Modern Day Story
- Today Kaulder is the only one of his kind remaining, and has spent centuries hunting down rogue witches, all the while yearning for his long-lost loved ones. However, unbeknownst to Kaulder, the Queen Witch is resurrected and seeks revenge on her killer causing an epic battle that will determine the survival of the human race.
Kaulder the Last Witch Hunter's Equipped Items
- Defenses +4
- This effect grants Defenses +4.
- Hit Points +25
- This effect will modify Hit Points +25.
- Resistance +10
- This effect will grant Resistance +10.
- Lesser At Will Cap Boost
- Increase At Will Power cap by 10.
- Attack +5
- This effect grants Attack +5.
- Damage +15
- This effect grants Damage +15.
- Lesser Enhanced Damage
- Add 2 dice to all powers that damage Hit Points.
Kaulder the Last Witch Hunter's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Smack a Witch
- You are the hunter. When you are ready to pounce you tag your enemy.
- 8d6 Damage Target: Creature (1) Range: 1 Space 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.
- 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -2 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +2 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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
- Blast the Beasts
- You unsling your weapon and blast a group of enemies that are trying to stay out of your reach.
- 4d8 Damage Target: AOE (2x2) Range: 7 Spaces Duration: Instant
- Move Enemy 2 Target: AOE (2x2) Range: 7 Spaces Duration: Instant
The above Power (Blast the Beasts) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
- Burn the Witch
- You set your target on fire! This is how you make sure you kill a witch. Your target remains on fire for several rounds. During this time their Hit Points are also lowered.
- 1d8 Damage Target: Creature (1) Range: 1 Space Duration: 4 Rounds
- Hit Points -10 Target: Creature (1) Range: 1 Space Duration: 4 Rounds
- Call Out Your Enemy
- You call out to your enemy that their end is near! They believe your words might be true lowering their Attack and will to continue. You know your words are true which gives you a bonus to Attack.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 1d4 Damage Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- Attack -1 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- Drive It Home
- With a yell and a lung you drive your blade into your enemy. This attack goes for the center mass of your enemy making it very difficult to avoid.
- Attack +4 Target: Creature (1) Range: Self Duration: Instant
- 4d6 Damage Target: Creature (1) Range: 2 Spaces Duration: Instant
- Determined
- With determination you grit your teeth and give yourself the will to continue.
- 4d6 Healing Target: Creature (1) Range: 3 Spaces Duration: Instant
- Fight On
- You empower your target to fight on. Your presence increases their motivation to push past barriers they may otherwise fail to. Their Hit Points increase and they heal some Hit Points for the next few rounds.
- 1d4 Healing Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Hit Points +5 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Minor Recovery
- 'Recover 3 Hit Points per turn. GM dictates rate during Real Time.
- Minor Attack Accuracy
- 'Add 1 to all attacks.
- Minor Hit Points
- 'Add 10 Hit Points.
- Minor Primary Power Point Increase
- 'Increase Primary Power Pool by 10 points.
- Lesser Primary Power Point Increase
- 'Increase Primary Power Pool by 20 points.
- Lesser Recovery
- 'Recover 6 Hit Points per turn. GM dictates rate during Real Time.
- Lesser Hit Points
- 'Add 30 Hit Points.
- Lesser Attack Accuracy
- 'Add 2 to all attacks.
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