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Adamantine Guardian
Adamantine Guardian is a Combatant Aggressor who is Focused
Character
Level
16
Tier
4
Range
Close
Target
Many
NPC Tier
Boss
Difficulty
Deadly
Group Level
12
Group Size
6 - 8
Body
15
Mind
10
Spirit
8
Durability
109%
Mobility
Reaction
15
Speed
8
Max Move
1,850
Health
Hit Points
2,787
Recovery
15
Resistance
20
Defenses
Body
48
Mind
43
Spirit
41
Defense Bonus
7
Healing
Mystic
22
Generalist
20
Attacks
Body
31
Mind
26
Spirit
24
Damage
Combatant
43
Mystic
22
Add Dice
4
Adamantine Guardian's Skills : 25 / 35 / 45
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
27 15 8 20 10 10 8 8
At Will Powers | Offensive Combatant
d20 +31 to Attack Body Defense | +43 to Damage
Basic Attack
This is Adamantine Guardian's Basic Attack.
  • 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Adamantine Guardian's Combat Maneuvers.
Cleave Foes
With a mighty swing of your weapon you cleave through 4 enemies that are near you!
  • 9d4 Damage (23) Target: Creatures (4) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 79
Signature Powers | Offensive Combatant
d20 +31 to Attack Body Defense | +43 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
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 110
Crash Through Crowd
You crash through a crowd of your enemies! As you crash through the crowd you can also Move them.
  • 9d10 Damage (50) Target: AOE (4x4) Range: 1 Space Duration: Instant
  • Move Enemy 2 Target: AOE (4x4) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 131
Defend Homeland
You get pumped up to defend your home.
  • Damage +21 Target: Creature (1) Range: Self Duration: 4 Rounds
  • Defenses +5 Target: Creature (1) Range: Self Duration: 4 Rounds
  • Speed +2 Target: Creature (1) Range: Self Duration: 4 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 168
Vent Heat
Heat vents open up around you to vent. These vents can be directed at enemies near you.
  • 5d6 Damage (18) Target: Creatures (3) Range: 2 Spaces Duration: 4 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 68
Roleplay Details for Adamantine Guardian
Physical
Height
6 Feet
Skin Color
Dark Gray
Weight
750
Body Type
Spiked Metal
Personality
Primary Motivation
Protect Area
Secondary Motivation
Kill Enemies
Attitude
None, That Follows Orders
Religious
Bound To Divine Purpose
Historical
Alliances
Creators
Ally
Friends of Creators
Nickname
Clanking Death
Enemy
Anyone Near Protected Area Uninvited
Nickname
Goblin Stomper
Languages
Dwarven
Adamantine Guardian's Character Notes
Creation
Adamantine Guardians are powerful creations of dwarven priests. Imbued with the amazing crafted artisanry of Moradin and the ferocity of Clangeddin these are truly wonders to behold. Only those priests in both gods favor stand much of a change of animating such metallic beauty. The crafting check to create is 88. (16th Level x 5) + (+8 Greater Challenge (Character Tier x 2)). The cost to create one is 110,000.
Created: 0000-00-00 00:00:00 | Updated: 2016-05-02 23:29:50
Death Machines
If you are an enemy of the creator or in an area that is being protected by a Adamantine Guardian your death is imminent. They have enough intelligence to utilize their Powers so they are the most effective. They are also unrelenting attacking enemies without fear or hesitation.
Created: 0000-00-00 00:00:00 | Updated: 2016-05-02 23:29:51
Never Quite Dead
When an Adamantine Guardian's Hit Points reach 0 or lower it is not really dead. It stops fighting immediately and attempts to return to its resting place. In this resting place is a magical forge that acts as a source of healing for the Adamantine Guardian. One in place it will Recover Hit Points at a rate of 100 per Turn. If it takes damage it will immediately begin to fight once again. Otherwise, it will remain on the forge until healed. At which point it guards the area normally once again.
Created: 0000-00-00 00:00:00 | Updated: 2016-05-02 23:36:28
Gain Control
If the Adamantine Guardian is not being directly controlled by its creator it is possible to assert ownership and control over it. This will take a lot of guile, cunning, and blessings from the gods to make this happen. A Parley of 88 can stop the Adamantine Guardian from attacking. The game should then immediately go into a difficult Turn Time challenge. On success the Adamantine Guardian can be taken over. On failure it resumes attacking without any chance of further Parley.
Created: 0000-00-00 00:00:00 | Updated: 2016-05-02 23:41:28
Adamantine Guardian'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.
Adamantine Guardian's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
12
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.
Adamantine Guardian's Assets

Adamantine Guardian's Equipped Items

Adamantine Guardian's Unequipped Items

Adamantine Guardian's Power Pools
At Will Powers
Offensive Combatant
Power Cap
91
Points Left
12
Signature Powers
Offensive Combatant
Total Points
587
Power Cap
183
Points Left
110

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

Adamantine Guardian's At Will Powers
Cleave Foes
With a mighty swing of your weapon you cleave through 4 enemies that are near you!
  • 5d4 Damage Target: Creatures (4) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 79
Adamantine Guardian'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.
  • 4d10 Damage Target: Creature (1) Range: 8 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 -4 Target: Creature (1) Range: 16 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 -4 Target: Creature (1) Range: 16 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 5 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 +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
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 +4 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +4 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 +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Adamantine Guardian's Signature Powers
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
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 110
Crash Through Crowd
You crash through a crowd of your enemies! As you crash through the crowd you can also Move them.
  • 5d10 Damage Target: AOE (4x4) Range: 1 Space Duration: Instant
  • Move Enemy 2 Target: AOE (4x4) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 131
Defend Homeland
You get pumped up to defend your home.
  • Damage +21 Target: Creature (1) Range: Self Duration: 4 Rounds
  • Defenses +5 Target: Creature (1) Range: Self Duration: 4 Rounds
  • Speed +2 Target: Creature (1) Range: Self Duration: 4 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 168
Vent Heat
Heat vents open up around you to vent. These vents can be directed at enemies near you.
  • 1d6 Damage Target: Creatures (3) Range: 2 Spaces Duration: 4 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 68

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.

Adamantine Guardian's Level One Choices
Traits
Body
15
Mind
10
Spirit
8
Rank
Boss
Difficulty
Deadly
Group Size
6
Auto Gear
Yes
NPC Bonus
12
Character Type
Archetype
Combatant
Style
Aggressor
Focus
Focused
Skill 1
Athletics
Skill 2
Perception
Disciplines
Signature
Offensive Combatant
Range Tactics
Close
Target Tactics
Many
Level One Notes
This wicked spiked suit of dwarven armor is slightly larger them most dwarves. Upon closer inspection the suit itself is alive with a inner fire that seems to drive it. Electricity crackles across the tips of the armor spikes as it advances.
Tags
Aggressor, Boss, Close Range, Combatant, Damage Resistance, Defenses, Enhanced Damage, Focused, Hit Points, Many Targets, Medieval, Recovery
Adamantine Guardian's Skill Point Distribution
Athletics
12
Crafting
0
Nature
0
Perception
12
Religion
0
Scholar
0
Social
0
Subterfuge
0
Adamantine Guardian's Specialty Choices
Level Gained
Specialty and Description
16
Greater Damage Resistance
'Reduce damage by 20 anytime damage is taken.
16
Greater Defenses
'Add 4 to all Defenses.
16
Greater Enhanced Damage
'Add 4 dice to all powers that damage Hit Points.
16
Greater Hit Points
'Add 100 Hit Points.
16
Greater Recovery
'Recover 15 Hit Points per turn. GM dictates rate during Real Time.
Adamantine Guardian's Cheater Stuff
Name and Description
Modification
Amount

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