- Improved Damage Leader
- Add +10 to Damage to ally next to you.
d20 +21 to Attack Spirit Defense | +32 to Healing
- Basic Attack
- This is Goblin Chieftain's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Goblin Chieftain's Combat Maneuvers.
- Chaos Confusion
- In a flurry of chaotic movement you and your allies rearrange your positions while keeping your victims where you want them.
- Defenses +1 Target: Creatures (2) Range: 3 Spaces Duration: 1 Round
- Teleport Ally 6 Target: Creatures (2) Range: 3 Spaces Duration: 1 Round
- Speed -2 Target: Creatures (2) Range: 4 Spaces Duration: 1 Round
d20 +21 to Attack Spirit Defense | +32 to Healing
- Goblin Frenzy
- You explode into a frenzy of chaotic actions and nonsensical gibberish working yourself into a fervor. This lasts for a few rounds granting you increases to Attack and Defenses and heals Hit Points.
- 1d10 Healing (6) Target: Creature (1) Range: Self Duration: 3 Rounds
- Attack +3 Target: Creature (1) Range: Self Duration: 3 Rounds
- Defenses +4 Target: Creature (1) Range: Self Duration: 3 Rounds
- Keep Fighting Fools!
- With a shout and a curse you target your allies that have fallen in battle. You curse the fools for giving up early and prompt them to return to life. This Power will Raise Dead up to 5 fallen allies who have died recently. This will restore them to their Revived Hit Point value.
- Raise Dead (Encounter) Target: Creatures (5) Range: 12 Spaces Duration: Instant
- Net of Nettles
- With a flourish you toss a net made out of the stems of stinging nettle plants onto your enemy. The net of nettles tangles around your enemy easily. The tiny thorns annoy, distract, and hamper your enemy. While they are tangled in the net they suffer a penalty to Attack, Damage, Defenses and Speed.
- Attack -2 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Damage -10 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Defenses -2 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Speed -1 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Minions Do Thy Bidding
- Goblin Chieftains are in charge of entire goblin clans. They send their minions and the clan to do their bidding. They rarely accompany these small groups. They will go along on important clan missions but take lots of precautions to remain out of danger whenever possible.
NPC Auto Assigned Bonuses
Goblin Chieftain's Equipped Items
Goblin Chieftain's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Chaos Confusion
- In a flurry of chaotic movement you and your allies rearrange your positions while keeping your victims where you want them.
- Defenses +1 Target: Creatures (2) Range: 3 Spaces Duration: 1 Round
- Teleport Ally 6 Target: Creatures (2) Range: 3 Spaces Duration: 1 Round
- Speed -2 Target: Creatures (2) Range: 4 Spaces Duration: 1 Round
- 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Goblin Frenzy
- You explode into a frenzy of chaotic actions and nonsensical gibberish working yourself into a fervor. This lasts for a few rounds granting you increases to Attack and Defenses and heals Hit Points.
- 1d10 Healing Target: Creature (1) Range: Self Duration: 3 Rounds
- Attack +3 Target: Creature (1) Range: Self Duration: 3 Rounds
- Defenses +4 Target: Creature (1) Range: Self Duration: 3 Rounds
- Keep Fighting Fools!
- With a shout and a curse you target your allies that have fallen in battle. You curse the fools for giving up early and prompt them to return to life. This Power will Raise Dead up to 5 fallen allies who have died recently. This will restore them to their Revived Hit Point value.
- Raise Dead (Encounter) Target: Creatures (5) Range: 12 Spaces Duration: Instant
- Net of Nettles
- With a flourish you toss a net made out of the stems of stinging nettle plants onto your enemy. The net of nettles tangles around your enemy easily. The tiny thorns annoy, distract, and hamper your enemy. While they are tangled in the net they suffer a penalty to Attack, Damage, Defenses and Speed.
- Attack -2 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Damage -10 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Defenses -2 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Speed -1 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
The above Power (Net of Nettles) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
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 Damage Leader
- 'Add +10 to Damage to ally next to you.
- Improved Expand Leadership
- 'Grant allies your Leader Specialties Bonuses within 6 spaces of you instead of 1. Used to enhance other Leadership Specialties.
- Improved Increase Leadership
- 'Grant 4 allies your Leader Specialty Bonus instead of 1. Used to enhance other Leadership Specialties.
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