Marble Elephant

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Namelist None
Tags
Rank Veteran
Race Mammoth
Cult rank None
Notes These thick-skinned animals bear large ivory tusks flanking a long, prehensile snout.These large land animals, majestically wandering the plains in tightly knit family herds, are symbols of wisdom and strength. Having few natural predators, elephants are sometimes hunted for their ivory tusks. These tusks often become jewellery, statuettes, and trinkets for the wealthy. Power attack You can choose to take a –1 step penalty on all melee attack rolls and combat manoeuvrer checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Improved Bull Rush You receive a +10 bonus on checks made to bull rush or charge a foe. You also receive a +10 bonus to your Defence rolls whenever an opponent tries to bull rush you. Endurance You gain a +1 step bonus on the following checks and saves: Swim checks made to resist effects from exhaustion; END checks made to continue running; END checks made to avoid effects from a forced march; END checks made to hold your breath; END checks made to avoid damage from starvation or thirst; END saves made to avoid damage from hot or cold environments; and END saves made to resist damage from suffocation. You may sleep in flexible armour without becoming fatigued. Normal: A character without this feat who sleeps in flexible or heavier armour is fatigued the next day.
Creatorskarza
Stats
STR 2d6+30
CON 2d6+24
SIZ 2d6+46
DEX 3d6
INT 2d6+4
POW 3D6
CHA
D20Hit locationArmor
01-02 Right Hind leg 7
03-04 Left Hind leg 7
05-08 Hindquarters 7
09-12 Forequarters 7
13-14 Right Front Leg 7
15-16 Left Front Leg 7
17 Trunk 7
18-20 Head 7
Attributes
Movement 10
Natural armor Yes

Non-random features

ListFeature
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner
Ability ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent

Standard skills

Athletics STR+DEX Brawn STR+SIZ+20 Endurance CON+CON+40
Evade DEX+DEX Perception INT+POW+10 Willpower POW+POW+40

Combat styles

Tramping DoomSTR+DEX+20

Weapon options

1-handed weapons

Amount: 3
Trunk (1)
Tusks (1)
Trample (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Trunk 1h-melee 1d10 C VL - Y Y 9 19 trunk
Tusks 1h-melee 1d12 H L - Y Y 9 19 head
Trample 1h-melee 2d10 C T - Y Y 9 19 leg