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3 | 12 | 12 | 18 | 8 | 8 | 12 | 18 |
- Improved Tactical Combat
- Add 3 bonus to Tactical Advantage Attacks.
d20 +24 to Attack Spirit Defense | +39 to Healing
- Basic Attack
- This is Pack of Dogs's Basic Attack.
- 3d8 Damage Target: 3x3 AOE Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Pack of Dogs's Combat Maneuvers.
- Roar of Battle
- With a powerful roar you strike fear into the enemies nearby lowering their Defenses for a short time.
- Defenses -6 Target: AOE (3x3) Range: 4 Spaces Duration: 1 Round
d20 +24 to Attack Spirit Defense | +39 to Healing
- Howl of the Hunted
- A terrifying howl let's your enemy know that they are being hunted. They are nearly paralyzed with fear dropping both their Attack and their Speed.
- Attack -7 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Speed -6 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Mow Down The Fodder
- As the minions rush in, you cut them down and send them back.
- 1d4 Damage (3) Target: AOE (3x3) Range: 1 Space Duration: Instant
- Move Enemy 5 Target: AOE (3x3) Range: 1 Space Duration: Instant
- Hunting
- The Pack of Dogs works together to hunt and corner their prey. They often employ advanced tactics to trick their prey into moving into areas that suit a kill.
- The Horde Advantage
- The Pack of Dogs takes full advantage of it being a Horde and surrounds its victims. This grants them Tactical Advantage (Character Tier Bonus to Attack). As well as keeps their prey from fleeing.
- Training
- A Pack of Dogs can be trained and calmed down if they have not gotten too involved with the hunt. Should they be well on their way in a battle it can be difficult to break them out of their instinctual behaviors.
NPC Auto Assigned Bonuses
Pack of Dogs's Equipped Items
Pack of Dogs's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Roar of Battle
- With a powerful roar you strike fear into the enemies nearby lowering their Defenses for a short time.
- Defenses -6 Target: AOE (3x3) 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, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- 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 Manuever Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Howl of the Hunted
- A terrifying howl let's your enemy know that they are being hunted. They are nearly paralyzed with fear dropping both their Attack and their Speed.
- Attack -7 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Speed -6 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
The above Power (Howl of the Hunted) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
- Mow Down The Fodder
- As the minions rush in, you cut them down and send them back.
- 1d4 Damage Target: AOE (3x3) Range: 1 Space Duration: Instant
- Move Enemy 5 Target: AOE (3x3) Range: 1 Space 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.
- Improved Speed
- 'Increase Speed by 3.
- Improved Tactical Combat
- 'Add 3 bonus to Tactical Advantage Attacks.
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