- Greater Damaging Critical
- Critical Hits do 40 extra damage.
d20 +35 to Attack Body Defense | +46 to Damage
- Basic Attack
- This is Hill Giant People Paster's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Hill Giant People Paster's Combat Maneuvers.
- Man Masher
- You try to mash the people around into mush.
- 4d12 Damage (26) Target: Creatures (3) Range: 5 Spaces Duration: Instant
- Move Enemy 2 Target: Creatures (3) Range: 5 Spaces Duration: Instant
d20 +35 to Attack Body Defense | +46 to Damage
- Born to Battle
- You were born for battle! Your Defenses and Damage increase.
- Damage +10 Target: Creature (1) Range: Self Duration: 2 Rounds
- Defenses +4 Target: Creature (1) Range: Self Duration: 2 Rounds
- Drop A Mountain
- You rain down a mountain's worth of stone onto your enemies.
- 5d12 Damage (33) Target: Creatures (4) Range: 12 Spaces Duration: Instant
- Get The Goo Inside You
- You grab ahold of your enemy with ironlike fists and begin to squeeze. You squeeze and twist them trying to get out every bit of their insides. This holds them firm doing Hit Point Damage and reducing their Defenses.
- 5d12 Damage (33) Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Defenses -3 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Speed -8 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Pasterize
- You pummel your enemies to paste! This brutal attack rattles them for a short time reducing Speed and Attack.
- 1d10 Damage (6) Target: Aura 3 Range: Self Duration: Instant
- Speed -4 Target: Aura 3 Range: Self Duration: 1 Round
- Brutal Rule
- These giants are brutal and cruel. They usually dominate larger groups of weaker giants and other creatures. They are not too focused on any specific goals other that finding victims for their cruel nature.
- Allies
- They have been known to be lieutenants in larger armies as their cruel nature keeps troops and line and motivates them follow orders. They are not very smart and can usually be easily manipulated by more intelligent leaders.
- Dragon Enemies
- As with most giants these giants hate dragons or other creatures related to them. They will attack them whenever they are encountered.
- Battle Tactics
- This Hill Giant People Paster loves combat and wants to be in the thick of it. He will move into the thickest group of enemies and use his Signature Powers that hit lots of targets at once. The Hill Giant People Paster has no problems with calling in reinforcements or using lesser creatures he commands to weaken tough foes.
NPC Auto Assigned Bonuses
Hill Giant People Paster's Equipped Items
Hill Giant People Paster's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Man Masher
- You try to mash the people around into mush.
- 4d12 Damage Target: Creatures (3) Range: 5 Spaces Duration: Instant
- Move Enemy 2 Target: Creatures (3) Range: 5 Spaces Duration: Instant
The above Power (Man Masher) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than At-Will Power Cap.
- 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Born to Battle
- You were born for battle! Your Defenses and Damage increase.
- Damage +10 Target: Creature (1) Range: Self Duration: 2 Rounds
- Defenses +4 Target: Creature (1) Range: Self Duration: 2 Rounds
- Drop A Mountain
- You rain down a mountain's worth of stone onto your enemies.
- 5d12 Damage Target: Creatures (4) Range: 12 Spaces Duration: Instant
- Get The Goo Inside You
- You grab ahold of your enemy with ironlike fists and begin to squeeze. You squeeze and twist them trying to get out every bit of their insides. This holds them firm doing Hit Point Damage and reducing their Defenses.
- 5d12 Damage Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Defenses -3 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Speed -8 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Pasterize
- You pummel your enemies to paste! This brutal attack rattles them for a short time reducing Speed and Attack.
- 1d10 Damage Target: Aura 3 Range: Self Duration: Instant
- Speed -4 Target: Aura 3 Range: Self 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 Damaging Critical
- 'Critical Hits do 40 extra damage.
- Greater Vicious Critical
- 'Optional Critical Hit table roll increased by 4.
- Improved Enhanced Critical Attack
- 'Critical Attacks become a 18 or higher if the Attack hits. Only 20's auto-hit.
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