Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
28 | 4 | 1 | 20 | 3 | 3 | 1 | 1 |
- Greater Tactical Combat
- Add 4 bonus to Tactical Advantage Attacks.
d20 +28 to Attack Body Defense | +38 to Damage
- Basic Attack
- This is Rubbish Golem's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Rubbish Golem's Combat Maneuvers.
- Rubbish Rumble
- An avalanche of rubbish rains down on your enemy doing damage.
- 9d10 Damage (50) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +28 to Attack Body Defense | +38 to Damage
- Grimy Slimy Stuff
- Using a piece of nasty rubbish your wrap up your enemy. They are greatly hindered until they break free.
- Attack -9 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Speed -8 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Rolling Gargbage
- This heap of rubbish can move with remarkable ease. This pile of rolling garbage stops a little late crushing it's enemy!
- Move Ally 5 Target: Creature (1) Range: 1 Space Duration: Instant
- 14d12 Damage (91) Target: Creature (1) Range: 1 Space Duration: Instant
- Trash Can Smash
- Several trash cans appear around your enemies and smash them between then. A small area is pummeled by these errant trash cans.
- Attack +3 Target: AOE (2x2) Range: 2 Spaces Duration: Instant
- 12d8 Damage (54) Target: AOE (2x2) Range: 2 Spaces Duration: Instant
- Obeys Orders Without Question
- This Rubbish Golem will obey its Master's orders without question or hesitation. Its Master is whoever created it. Ownership can be given to another if the Master purposely and willingly hands over control. This transfers control of the Rubbish Golem to the new character, removing it from the old. If the Master is dead, then the Golem tries to follow whatever the last order was. Control can be gained by another if it is captured and a Turn Time challenge is used to "rewire" it's magic.
- Collective of Trash
- This Rubbish Golem is made up of whatever refuse was available at the time of it's creation. It is quite powerful as it's heavily infused with magic due to the fact that good, specific components are not available to create it.
- Battle Tactics
- The Rubbish Golem has no battle tactics of feelings of it's own. It does precisely what the Master wants.
- Rubbish Golem Creation
- This particular Rubbish Golem has a value of 42,000. This value is used on the Crafting table to figure out what roll is needed to create it. In this case, a crafting check of 60.
NPC Auto Assigned Bonuses
Rubbish Golem's Equipped Items
Rubbish Golem's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Rubbish Rumble
- An avalanche of rubbish rains down on your enemy doing damage.
- 9d10 Damage Target: Creature (1) 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.
- 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
- Grimy Slimy Stuff
- Using a piece of nasty rubbish your wrap up your enemy. They are greatly hindered until they break free.
- Attack -9 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Speed -8 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Rolling Gargbage
- This heap of rubbish can move with remarkable ease. This pile of rolling garbage stops a little late crushing it's enemy!
- Move Ally 5 Target: Creature (1) Range: 1 Space Duration: Instant
- 14d12 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Trash Can Smash
- Several trash cans appear around your enemies and smash them between then. A small area is pummeled by these errant trash cans.
- Attack +3 Target: AOE (2x2) Range: 2 Spaces Duration: Instant
- 12d8 Damage Target: AOE (2x2) Range: 2 Spaces 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.
- Greater Damage Boost
- 'Increase the Hit Point damage of a Power by 40% 1 time during Battle Time.
- Greater Hit Points
- 'Add 100 Hit Points.
- Greater Tactical Combat
- 'Add 4 bonus to Tactical Advantage Attacks.
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