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For those with Character Points to spare... === Example === :''Cost'': :''Benefit'': :''Modifiers'': == A == === Acid Adaptation === :''Cost'': 2 character points :''Benefit'': The character has adapted to highly acidic environments. They are immune to the poisonous effects of acid fumes, and have 3 Acid Resistance. :''Modifiers'': * (7 points) The resistance to acid damage becomes a complete immunity to Acid damage. === Acid Resistance === :''Cost'': 1 character point :''Benefit'': The character isn't burned as much by acids. Gain 1 Acid Resistance. Note that this only protects against acid ''damage'', not the poisonous effects of acid fumes! :''Modifiers'': * (1 point, repeatable) Add one more point of Acid Resistance. === Alternate Form === :''Cost'': 15 character points :''Benefit'': A character with this Tag has the ability to assume one or more specific alternate forms. A ''true seeing'' spell or ability reveals the character’s natural form. A character using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A character cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature: * The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well. * The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature). * The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form. * The creature retains the special qualities of its original form. It does not gain any special qualities of its new form. * The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form. * The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution. * The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores. * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses. * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. * The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise. * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped. :''Modifiers'': (((TO ADD))) :''Special'': This Tag may be taken multiple times. Each time, add a different alternate form. === Animal Friendship === :''Cost'': 2 character points :''Benefit'': The character has an instinctive empathy towards animals. They can make Diplomacy checks towards animals. :''Modifiers'': * (1 point, repeatable) +4 bonus to Diplomacy checks towards animals. === Appearance === :''Cost'': 1 character point :''Benefit'': The character is significantly more attractive than their Charisma score would otherwise imply. They gain a +2 bonus to all Charisma-related checks against beings who actively appreciate their beauty, and a +1 bonus to all Charisma-related checks against beings with some appreciation for their beauty. (For example, a human female would get a +2 bonus against heterosexual humanoid males and homosexual humanoid females and a +1 bonus against heterosexual humanoid females, homosexual humanoid males, and beings with a non-attraction-based appreciation of beauty such as Angels.) :''Modifiers'': * (2 points) Double both bonuses. * (1 point) Your beauty is considered statueesque - the +1 bonus to beings with some appreciation for beauty becomes +2. == B == === Base Attack Boost === :''Cost'': 6 character points :''Benefit'': Regardless of the weapon, regardless of whether you're in a foe's face or at a distance, you know how to hit things, work around armor, and the like, far better than an average person of your class and level. +1 to Base Attack Bonus (looping to extra attacks as normal.) :''Modifiers'': * (6 points, repeatable) Another +1 to BAB. == C == === Change Shape === :''Cost'': 4 character points :''Benefit'': The character has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A true seeing spell or ability reveals the creature’s natural form. A creature using change shape reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use change shape to take the form of a creature with a template. Details: * The creature retains the type and subtype of its original form. It gains the size of its new form. * The creature loses the natural weapons and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature). * The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form. * The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks. * The creature retains the ability scores of its original form. * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses. * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. * The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise. * Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped. :As a rule, Change Shape does not provide for an increase in the character's abilities; see Alternate form for that. A character should have at least one natural weapon if their Change Shape is to a form with natural weapons, and at least one special movement mode if their Change Shape is to a form with special movement modes. :''Modifiers'': * (-2 points) The character's control over the transformation is incomplete somehow. * (3 points) The character can take their alternate form's natural weapons without having natural weapons themselves. * (4 points) The character can take their alternate form's special movement modes without having any special movement modes themselves. * (0 points) The character can only change their personal cosmetic details. They don't lose any natural weapons or special movement modes, but can change their features as follows: a 10% size increase or decrease, change of gender, 50% age increase or decrease, colour changes (eye, skin, or hair), and minor physical changes (shape of ears, facial features, or bodily proportions). The Disguise bonus becomes +15 when using this, instead of +10. :''Special'': This ability may be taken twice - once for a full form shift, and once for changing cosmetic details. === Cold Adaptation === :''Cost'': 2 character points :''Benefit'': The character has adapted to cold environments, able to handle chill for much longer than a normal human. The character does not need to make saves in cold weather (below 40 degrees F or 5 C), and in severely cold weather (Below 0 degrees F or -18 C), only need to make saves every hour instead of every ten minutes. In Extreme cold (Below -20 degrees F or -29 C), they only need to make saves every five minutes instead of every one. They also gain 3 Cold Resistance. :''Modifiers'': * (7 points) The resistance to Cold damage becomes immunity to Cold damage - including the nonlethal damage associated with cold-condition saves. === Cold Resistance === :''Cost'': 1 character point :''Benefit'': The character handles cold-related damage, such as bolts of ice, better than most. Gain 1 Cold Resistance. :''Modifiers'': * (1 point, repeatable) Add one more point of Cold Resistance. == D == === Damage Reduction === :''Cost'': 4 points :''Benefit'': The character's body regenerates (partially) from injuries instantly. They gain Damage Reduction 1/-. :''Modifiers'': * (4 points, repeatable) Add another 1 to their Damage Reduction. * (-1 points) The Damage Reduction fails against magically-enhanced weapons of a +3 bonus. * (-2 points) The Damage Reduction fails against magically-enhanced weapons of a +2 bonus. * (-3 points) The Damage Reudction fails against magically-enhanced weapons of a +1 bonus. * (-3 points) The Damage Reduction fails against either Silver or Cold Iron. (-4 if both.) == E == == F == == G == == H == === Heat Adaptation === :''Cost'': 2 character points :''Benefit'': The character is adapated to hot environments. The character does not need to make saves in very hot conditions (over 90 degrees F or 33 C), and only needs to make a save every hour (instead of every ten minutes) in severe heat (over 110 degrees F or 44 C). In extreme heat, the character only needs to make a save every ten minutes (instead of every five). They also gain 3 Fire resistance. :''Modifiers'': * (7 points) The resistance to Fire damage becomes immunity to Fire damage - including the nonlethal damage associated with hot-condition saves. === Heat Resistance === :''Cost'': 1 character point :''Benefit'': The character handles cold-related damage, such as fire breath, better than most. Gain 1 Fire Resistance. :''Modifiers'': * (1 point, repeatable) Add one more point of Fire Resistance. === Hunger Resistance === :''Cost'': 2 character points :''Benefit'': The character is better able to handle starvation and dehydration - they only need to make checks against starvation every week (instead of every day), and dehydration every day (instead of every hour). :''Modifiers'': * (3 points) The character doesn't need food or drink at all. (This doesn't necessarily mean they don't ''want'' it, or cannot eat food, though.) == I == == J == == K == == L == == M == == N == === Natural Armor === :''Cost'': 3 points :''Benefit'': The character's skin is tougher than a normal human's. They gain a +1 Natural bonus to their Armor Class. :''Modifiers'': * (3 points, repeatable) An additional +1 Natural bonus to their Armor Class. == O == == P == === Pressure Adaptation === :''Cost'': 2 character points :''Benefit'': The character is adapated to high-pressure environments (such as deep water). The character only needs to make saves against pressure-related damage every ten minutes (instead of every one), and gains a +5 bonus towards these saves. :''Modifiers'': * (4 points) The character is immune to damage from high-pressure environments entirely. == Q == == R == == S == === Smoke Adaptation === :''Cost'': 1 character point :''Benefit'': The character is adapted to better handle smoke, smog, and the like. It never needs to make saves against Smoke effects. == T == == U == == V == == W == == X == == Y == == Z ==
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