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4 | 5 | 14 | 19 | 5 | 5 | 3 | 3 |
d20 +14 to Attack Mind Defense | +14 to Damage | +22 to Healing
- Basic Attack
- This is Goblin Shaman's Basic Attack.
- 2d6 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Goblin Shaman's Combat Maneuvers.
- Thorny Thrash
- Curling his toes into the dirt the Goblin Shaman coaxes the thorny vines nearby to pop out of the ground and thrash nearby enemies or misbehaving goblins.
- 2d4 Damage (5) Target: AOE (3x3) Range: 1 Space Duration: Instant
d20 +14 to Attack Mind Defense | +14 to Damage | +22 to Healing
- Cure the Tribe
- The Goblin Shaman inspires his followers to greater heights by threatening to kill them if they lose the fight. Knowing their leader isn't bluffing they battle on healed and rejuvenated.
- 1d8 Healing (5) Target: AOE (6x6) Range: Self Duration: Instant
- Me Is Boss!
- The Goblin Shaman shows their challenger who is boss by clobbering them something good with their gnarled and thorn covered club.
- 8d8 Damage (36) Target: Creature (1) Range: 1 Space Duration: Instant
- Goblin Leader
- Goblin Shaman are often the leaders of bands of goblins. Controlling and commanding them through the fear of the gods they worship. Goblin Shaman tends to hang back and order the other goblins about. They use their Powers to bolster as the attack begins. Then use their Powers to keep their band fighting. Goblin Shaman does not usually fight to the death if it can be helped. They know it is better to live to raid another day.
NPC Auto Assigned Bonuses
Goblin Shaman's Equipped Items
Goblin Shaman's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Thorny Thrash
- Curling his toes into the dirt the Goblin Shaman coaxes the thorny vines nearby to pop out of the ground and thrash nearby enemies or misbehaving goblins.
- 2d4 Damage Target: AOE (3x3) Range: 1 Space 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.
- 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -2 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +2 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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
- Cure the Tribe
- The Goblin Shaman inspires his followers to greater heights by threatening to kill them if they lose the fight. Knowing their leader isn't bluffing they battle on healed and rejuvenated.
- 1d8 Healing Target: AOE (6x6) Range: Self Duration: Instant
- Me Is Boss!
- The Goblin Shaman shows their challenger who is boss by clobbering them something good with their gnarled and thorn covered club.
- 8d8 Damage Target: Creature (1) Range: 1 Space Duration: Instant
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.
- Lesser Damage Resistance
- 'Reduce damage by 10 anytime damage is taken.
- Lesser Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 4 Spaces.
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