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15 | 14 | 14 | 24 | 9 | 9 | 14 | 14 |
- Greater Resist Forced Move
- Powers that force you to Move are reduced by 4.
d20 +28 to Attack Spirit Defense | +38 to Healing
- Basic Attack
- This is Giant Man Eating Mastiff's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Giant Man Eating Mastiff's Combat Maneuvers.
- Protect the Pack
- Seeing the danger that threatens you and your allies you grant an ally some healing as well was a bonus to Attack and Speed.
- 1d4 Healing (3) Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Attack +4 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Speed +2 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
d20 +28 to Attack Spirit Defense | +38 to Healing
- Grizzly Growl
- You let loose a terrifying roar unnerving your enemies. Fear strikes hard as they try to shake off the feeling of becoming your next meal.
- Defenses -3 Target: Creatures (3) Range: 10 Spaces Duration: 2 Rounds
- Speed -3 Target: Creatures (3) Range: 10 Spaces Duration: 2 Rounds
- Mangle a Man
- You leap upon your target and rip them to shreds!
- 10d12 Damage (65) Target: AOE (2x2) Range: 5 Spaces Duration: Instant
- Roar of Battle
- With a powerful roar you strike fear into the enemies nearby lowering their Defenses for a short time.
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- Defenses -10 Target: AOE (3x3) Range: 5 Spaces Duration: 1 Round
- Battle Tactics
- Giant Man Eating Mastiff's use their size and ferocity to frighten enemies and give them penalties. They then work on mauling them. They use tactics and work together as a team when fighting enemies.
- Pack Life
- These mastiff are very pack oriented. They look after each other and will risk their lives for the well being of the pack. This pack doesn't have to be just canines. Owners, trainers, and other things they have grown up with and live around are often considered "part of the pack".
- Easily Trained
- These are very intelligent creatures that are easily trained. They are very loyal to their current owners or trainers. However if they are not present or taken away from them they can be retrained in a short amount of time.
- Personality Switch
- Mastiffs can go from being cuddly fun loving pets to vicious and mean canines if threatened or given the command to attack. The change is very quick and often unsettling to those that witness both sides of these creatures first hand.
NPC Auto Assigned Bonuses
Giant Man Eating Mastiff's Equipped Items
Giant Man Eating Mastiff's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Protect the Pack
- Seeing the danger that threatens you and your allies you grant an ally some healing as well was a bonus to Attack and Speed.
- 1d4 Healing Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Attack +4 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Speed +2 Target: Creature (1) Range: 5 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
- Grizzly Growl
- You let loose a terrifying roar unnerving your enemies. Fear strikes hard as they try to shake off the feeling of becoming your next meal.
- Defenses -3 Target: Creatures (3) Range: 10 Spaces Duration: 2 Rounds
- Speed -3 Target: Creatures (3) Range: 10 Spaces Duration: 2 Rounds
- Mangle a Man
- You leap upon your target and rip them to shreds!
- 10d12 Damage Target: AOE (2x2) Range: 5 Spaces Duration: Instant
- Roar of Battle
- With a powerful roar you strike fear into the enemies nearby lowering their Defenses for a short time.
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- Defenses -10 Target: AOE (3x3) Range: 5 Spaces Duration: 1 Round
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 Defenses
- 'Add 4 to all Defenses.
- Greater Ignore Damage
- 'Ignore 40% of the Hit Point damage taken from an attack 1 time during Battle Time.
- Greater Resist Forced Move
- 'Powers that force you to Move are reduced by 4.
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