Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
4 | 5 | 2 | 28 | 5 | 5 | 2 | 23 |
- Greater Damaging Power Duration Increase
- Powers with a Duration of 2 or greater last 4 more rounds doing 10% of the original Damage. No other effects are extended.
- Greater Extended Damage Increase
- Powers that are extended with Damage Power Duration Increase Specialty do for 50% of the original Damage.
d20 +33 to Attack Mind Defense | +44 to Damage | +29 to Healing
- Basic Attack
- This is Aboleth Collector's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Aboleth Collector's Combat Maneuvers.
- Slimey Tentacles
- Tentacles reach out and slap at your enemies. These slaps leave behind a burning slime that eats away at your enemies. While they are being weakened you drag them closer to their doom!
- 5d4 Damage (13) Target: Creatures (3) Range: 7 Spaces Duration: 2 Rounds
- Move Enemy 2 Target: Creatures (3) Range: 7 Spaces Duration: 2 Rounds
d20 +33 to Attack Mind Defense | +44 to Damage | +29 to Healing
- Brilliant Deception
- This Power allows you to pull of any number of brilliant illusions or other deceptions. This Power can be used and the bonus added to a Subterfuge skill check roll.
- Subterfuge +9 Target: Creature (1) Range: Self Duration: Instant
- Enemy Confusion
- You convince your enemies that one of their own is actually your ally! They turn and attack them! This Power allows you to move the one enemy you make look like your ally as if they were moving to attack. The damage they take is from their allies attacks that come their way due to their confusion. Allies don't actually use their Powers against them.
- 6d12 Damage (39) Target: Creature (1) Range: 10 Spaces Duration: 3 Rounds
- Move Enemy 6 Target: Creature (1) Range: 10 Spaces Duration: 3 Rounds
- Mucus Mess
- You unleash an unsettling amount of sticky and slimy mucus in a nearby area. This mucus eats away at your enemies and causes all manner of issues for those within.
- 5d12 Damage (33) Target: AOE (4x4) Range: 1 Space Duration: 2 Rounds
- Minor Hostile Environment Target: AOE (4x4) Range: 1 Space Duration: 2 Rounds
- Psionic Feast
- You feed on the knowledge that is within your enemies heads. You find this process invigorating, they find it horrific.
- 1d12 Healing (7) Target: Creature (1) Range: Self Duration: Encounter
- Psionic Shiv
- You force your way into the mind of your enemy and embed a psionic shiv. Their mind begins to bleed it's knowledge and you lap up every bit. The process is incredibly painful and a total violation of the creature.
- 10d10 Damage (55) Target: Creature (1) Range: 6 Spaces Duration: 2 Rounds
- Collector of Knowledge
- The Aboleth Collector is an elder of it's race. It is sent out to collect knowledge and understanding of the wider world. It does this by killing intelligent creatures and psionically assimilating their knowledge with their own. This is then passed to the collective when they return. They hold a deep resentment and hate for poorly evolved creatures of the land.
- Knowledge of the Ages
- Particularly long lineages of aboleth have been known to have an incredible wealth of information stretching far back into the past. Stories mention that they can sometimes be bribed with a trade of knowledge. Those that decide to do this should be wary as there is a good chance the aboleth may just decide to kill them for all of their knowledge.
- Reproduction
- Aboleth's reproduce on their own as they are both male and female. It is theorized that they decide to multiply every 5 or 10 years. This is thought to be due to protecting the knowledge they collect from the dead since they pass on their knowledge to their offspring. It is believed they can be prompted to multiply if they suddenly come across a lot of information at once in an effort to preserve it. This might happen if they to kill many intelligent creatures in close succession.
- Normal Encounters
- Aboleth's are almost always encountered underground in hidden pools, rivers, and oceans. This is likely only because they are surprised in their lairs. Many scholars postulate that that aboleth's use their vast knowledge of magic to explore everywhere. Their grasp of magic and illusion is strong. It is likely aboleth spend a lot of time transformed into inconspicuous creatures and travel the universe collecting knowledge. Little else can explain why "secluded" creatures could know so much.
NPC Auto Assigned Bonuses
Aboleth Collector's Equipped Items
Aboleth Collector's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Slimey Tentacles
- Tentacles reach out and slap at your enemies. These slaps leave behind a burning slime that eats away at your enemies. While they are being weakened you drag them closer to their doom!
- 1d4 Damage Target: Creatures (3) Range: 7 Spaces Duration: 2 Rounds
- Move Enemy 2 Target: Creatures (3) Range: 7 Spaces Duration: 2 Rounds
- 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
- Brilliant Deception
- This Power allows you to pull of any number of brilliant illusions or other deceptions. This Power can be used and the bonus added to a Subterfuge skill check roll.
- Subterfuge +9 Target: Creature (1) Range: Self Duration: Instant
- Enemy Confusion
- You convince your enemies that one of their own is actually your ally! They turn and attack them! This Power allows you to move the one enemy you make look like your ally as if they were moving to attack. The damage they take is from their allies attacks that come their way due to their confusion. Allies don't actually use their Powers against them.
- 2d12 Damage Target: Creature (1) Range: 10 Spaces Duration: 3 Rounds
- Move Enemy 6 Target: Creature (1) Range: 10 Spaces Duration: 3 Rounds
- Mucus Mess
- You unleash an unsettling amount of sticky and slimy mucus in a nearby area. This mucus eats away at your enemies and causes all manner of issues for those within.
- 1d12 Damage Target: AOE (4x4) Range: 1 Space Duration: 2 Rounds
- Minor Hostile Environment Target: AOE (4x4) Range: 1 Space Duration: 2 Rounds
- Psionic Feast
- You feed on the knowledge that is within your enemies heads. You find this process invigorating, they find it horrific.
- 1d12 Healing Target: Creature (1) Range: Self Duration: Encounter
- Psionic Shiv
- You force your way into the mind of your enemy and embed a psionic shiv. Their mind begins to bleed it's knowledge and you lap up every bit. The process is incredibly painful and a total violation of the creature.
- 6d10 Damage Target: Creature (1) Range: 6 Spaces Duration: 2 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 Damaging Power Duration Increase
- 'Powers with a Duration of 2 or greater last 4 more rounds doing 10% of the original Damage. No other effects are extended.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Greater Extended Damage Increase
- 'Powers that are extended with Damage Power Duration Increase Specialty do for 50% of the original Damage.
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