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- Greater Damage Leader
- Add +15 to Damage to ally next to you.
- Greater Exclude Target
- Exclude 4 targets from Area of Effect or Space targeted Powers.
d20 +20 to Attack Mind Defense | +20 to Damage | +33 to Healing
- Basic Attack
- This is Mastiff Master's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Mastiff Master's Combat Maneuvers.
- That's a Good Doggy
- You give your allies some treats that heal them and bolster them.
- 4d10 Healing (22) Target: Creatures (2) Range: 6 Spaces Duration: Instant
d20 +20 to Attack Mind Defense | +20 to Damage | +33 to Healing
- Excellent Training
- Your training has paid off and your animals show how well they are trained.
- Defenses +5 Target: Creatures (2) Range: 5 Spaces Duration: 4 Rounds
- Kill Fido Kill
- You sick your dogs on your enemies. The renewed command from you inspires them to kill!
- 1d10 Healing (6) Target: Creatures (3) Range: 7 Spaces Duration: 5 Rounds
- Dedicated Trainer
- As a dedicated animal trainer the Mastiff Master takes a defensive role in combat. The Mastiff Master gives their pets buffs and tries to keep them healed. Should they need they can and will use Basic Attacks versus enemies. While the Mastiff Master is near his pets they have a Superior bonus against Parley, Mind Games, and similar actions enemies might take to turn the Mastiff Master's pets against each other or their trainer.
- Work Ethics
- Mastiff Master's are usually not too picky about who they work for. Due to their high level of skill they usually demand a high price for their skills. If someone is willing to pay, they are willing to offer their services.
- Battle Tactics
- The Mastiff Master gives their pet bonuses right before they send them into battle. The Mastiff Master then stays near his pets to be able to heal them and bolster them. The Mastiff Master will try to keep their pets between them and their enemies.
- Many Creatures
- Though the Mastiff Master is known to train mastiffs, they are excellent trainers of all kinds of animals. They can easily be encountered with other pets besides mastiffs.
NPC Auto Assigned Bonuses
Mastiff Master's Equipped Items
Mastiff Master's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- That's a Good Doggy
- You give your allies some treats that heal them and bolster them.
- 4d10 Healing Target: Creatures (2) Range: 6 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.
- 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
- Excellent Training
- Your training has paid off and your animals show how well they are trained.
- Defenses +5 Target: Creatures (2) Range: 5 Spaces Duration: 4 Rounds
- Kill Fido Kill
- You sick your dogs on your enemies. The renewed command from you inspires them to kill!
- 1d10 Healing Target: Creatures (3) Range: 7 Spaces Duration: 5 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 Leader
- 'Add +15 to Damage to ally next to you.
- Greater Exclude Target
- 'Exclude 4 targets from Area of Effect or Space targeted Powers.
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