Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
28 | 16 | 5 | 17 | 11 | 11 | 5 | 5 |
- Greater Grazing Hit
- Attacks do 10% Damage when the Attack misses by 4 or less. Hit Point Damage only, no other effects.
d20 +35 to Attack Body Defense | +55 to Damage
- Basic Attack
- This is Behir's Basic Attack.
- 4d10 Damage Target: 3x3 AOE Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Behir's Combat Maneuvers.
- Maul Many
- You reach out and maul many of the enemies around you! The brutal multi-target attack also lower's their Defenses for a short time.
- 5d10 Damage (28) Target: Creatures (6) Range: 2 Spaces Duration: 1 Round
- Defenses -2 Target: Creatures (6) Range: 2 Spaces Duration: 1 Round
d20 +35 to Attack Body Defense | +55 to Damage
- Constrict Foes
- You reach out and grab a hold of your enemies, keeping them close so you can easily finish them off.
- 5d4 Damage (13) Target: Creatures (2) Range: 3 Spaces Duration: 3 Rounds
- Speed -7 Target: Creatures (2) Range: 3 Spaces Duration: 3 Rounds
- Lightning Discharge
- You build up an electrical charge in yourself. At the right moment you discharge this buildup into your enemies!
- 9d12 Damage (59) Target: Creatures (4) Range: 10 Spaces Duration: Instant
- Swallow Whole
- You single out the strongest enemy and feast on them! This Moves them into your Space and lowers their Attack and Defenses.
- 9d10 Damage (50) Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Attack -2 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Defenses -3 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Speed -9 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Fiercely Territorial
- Behirs are very territorial. They protect their claim from any large predator, even dragons. In fact, they really hate dragons and will go out of their way to attack and kill them.
- Behir Are Smart
- Behir are much more intelligent than most think they are. They will use strategy and ambush their prey. They will use the terrain to their advantage. Most surprising to many is that they can even talk.
NPC Auto Assigned Bonuses
Behir's Equipped Items
Behir's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Maul Many
- You reach out and maul many of the enemies around you! The brutal multi-target attack also lower's their Defenses for a short time.
- 1d10 Damage Target: Creatures (6) Range: 2 Spaces Duration: 1 Round
- Defenses -2 Target: Creatures (6) Range: 2 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.
- 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
- Constrict Foes
- You reach out and grab a hold of your enemies, keeping them close so you can easily finish them off.
- 1d4 Damage Target: Creatures (2) Range: 3 Spaces Duration: 3 Rounds
- Speed -7 Target: Creatures (2) Range: 3 Spaces Duration: 3 Rounds
- Lightning Discharge
- You build up an electrical charge in yourself. At the right moment you discharge this buildup into your enemies!
- 5d12 Damage Target: Creatures (4) Range: 10 Spaces Duration: Instant
- Swallow Whole
- You single out the strongest enemy and feast on them! This Moves them into your Space and lowers their Attack and Defenses.
- 5d10 Damage Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Attack -2 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Defenses -3 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Speed -9 Target: Creature (1) Range: 1 Space Duration: 2 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.
- Greater Damage Resistance
- 'Reduce damage by 20 anytime damage is taken.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Greater Grazing Hit
- 'Attacks do 10% Damage when the Attack misses by 4 or less. Hit Point Damage only, no other effects.
- Greater Hit Points
- 'Add 100 Hit Points.
- Greater Primary Power Point Increase
- 'Increase Primary Power Pool by 40 points.
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