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19 | 12 | 4 | 11 | 8 | 8 | 4 | 4 |
- Improved Splash Damage
- Targets within 2 Space of a Power take 10% damage. Hit Point Damage only. No other effects.
d20 +23 to Attack Body Defense | +30 to Damage
- Basic Attack
- This is Fire Elemental Assassin's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Fire Elemental Assassin's Combat Maneuvers.
- Exploding Rocks
- The Fire Elemental Assassin swings one of its limbs toward and area and a overheated chunk of rock flies off. When it lands it explodes in a large area doing damage to all within it.
- 4d6 Damage (14) Target: AOE (3x3) Range: 9 Spaces Duration: Instant
d20 +23 to Attack Body Defense | +30 to Damage
- Explosive Surprise
- Finding its target the Fire Elemental Assassin attempts to set them on fire explosively. After the explosion the Fire Elemental Assassin teleports to finish off it's target.
- Teleport Ally 14 Target: Creature (1) Range: Self Duration: Instant
- 4d10 Damage (22) Target: Aura 2 Range: Self Duration: Instant
- Flame Barrier
- You create a burning ring of fire around you. Any creature in this area will take damage.
- 4d8 Damage (18) Target: Aura 1 Range: Self Duration: 3 Rounds
- Spontaneous Combustion
- Focusing all the rage and fire you can muster you channel it on an enemy setting them on fire.
- 6d8 Damage (27) Target: Creature (1) Range: 9 Spaces Duration: 3 Rounds
- Ambush Assassin
- This creature begins as just a pocket of warm air. As it seeks out its targets it gets warmer and warmer. When the Fire Elemental Assassin is within striking distance is appears under its target it an explosive eruption. It then takes form and attacks its targets. It continues to attack until it is dead or they are.
- Target Escapes
- If it's target escapes (gets out of range of being able to attack) its fire and rock form disintegrate back into a pocket of warm air. In this form it heals very quickly. It returns to full strength in just 5 minutes.
NPC Auto Assigned Bonuses
Fire Elemental Assassin's Equipped Items
Fire Elemental Assassin's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Exploding Rocks
- The Fire Elemental Assassin swings one of its limbs toward and area and a overheated chunk of rock flies off. When it lands it explodes in a large area doing damage to all within it.
- 1d6 Damage Target: AOE (3x3) Range: 9 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.
- 3d8 Damage Target: Creature (1) Range: 6 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 -3 Target: Creature (1) Range: 12 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 -3 Target: Creature (1) Range: 12 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 4 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 +3 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -3 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 +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +3 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 +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Explosive Surprise
- Finding its target the Fire Elemental Assassin attempts to set them on fire explosively. After the explosion the Fire Elemental Assassin teleports to finish off it's target.
- Teleport Ally 14 Target: Creature (1) Range: Self Duration: Instant
- 1d10 Damage Target: Aura 2 Range: Self Duration: Instant
- Flame Barrier
- You create a burning ring of fire around you. Any creature in this area will take damage.
- 1d8 Damage Target: Aura 1 Range: Self Duration: 3 Rounds
- Spontaneous Combustion
- Focusing all the rage and fire you can muster you channel it on an enemy setting them on fire.
- 3d8 Damage Target: Creature (1) Range: 9 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.
- Improved Enhanced Damage
- 'Add 3 dice to all powers that damage Hit Points.
- Improved Hit Points
- 'Add 60 Hit Points.
- Improved Splash Damage
- 'Targets within 2 Space of a Power take 10% damage. Hit Point Damage only. No other effects.
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