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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 statuesque - the +1 bonus to beings with some appreciation for beauty becomes +2. * (1 point) Your beauty is a little more obviously sexual - the +2 bonus to things who would be attracted to you becomes +3. You can't take this and the statuesque Modifiers together. === Aura of Guidance === :''Cost'': 4 points :''Benefit'': You have a talent for being the eye in a storm, able to direct people in dangerous situations. You can mobilize entire crowds of people, or direct them in a storm. This has a few benefits: * In a situation where there is mass panic, you can attempt to calm the crowd by making a Diplomacy check. If a Fear effect (magical or otherwise) caused the panic, the DC is equal to the Save DC of that fear effect plus five. A crowd successfully calmed by this effect is considered Friendly to the user. * A crowd that listens to you can be inspired to action by your words. While getting them to take actions that are dangerous to them are difficult (Diplomacy DC 20, increase for increased danger, if they're not already Friendly, or both), you can easily direct them to safety, motivate them to build fortifications, or the like. :''Modifiers'': * (1 point) You gain a +4 to Diplomacy checks for the use of Aura of Guidance. * (1 point) You're especially good at riling people up into an angry mob. Successful checks to inspire action may cause the crowd to pull pitchforks and torches seemingly out of nowhere. * (1 point) After inspiring action, you can stick around to guide that action and make it work more efficiently. (Precise effects are up to the GM and depend on the action inspired.) == 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. === Contamination === :''Cost'': 6 points :''Benefit'': Your species' nature is infectious in one or another form, able to transform other beings into creatures like you. : Contamination requires the victim be willing, unconscious, or restrained, or the target might have to do something unusual to cause it to take effect. : The transformation occurs over several weeks - This could represent the infection gestating before suddenly, "explosively" taking effect, or the creature slowly transforming. : The end results of the contamination, however, are fairly stable - the creature acquires a series of new Tags, representing new advantages and weaknesses of their new form. (Common ones would include Cursed, Marked, Permanent (for powers now locked in place), and Owned.) The creature must have Nerf tags equal in value to at least half the value of Buff tags, but ''can'' gain character points overall from the transformation. If the results have the Nerf value ''exceeding'' the Buff value, the character gains Character Points equal to the difference times two, which they can use at a reasonable juncture. : The character may need to be reclassified as an NPC. Recollection of their former existence may vary by the effect. : An alternative use of this attribute can be used to represent inflicting the target with diseases or curses - rapid aging or weakness to a specific element. :''Modifiers'': * (4 points) Contamination is easier - a bite, scratch, or other attack could be enough to do it. * (4 points, repeatable) Contamination is faster - from weeks to days. If repeated, go to hours, minutes, rounds, one round, or even instantaneously. == 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 == === Healthy === :''Cost'': 3 points :''Benefit'': You are tougher than most, gaining 4+CON HP. (This does ''not'' count for your Hit Dice or any other effects.) :''Modifiers'': * (1 point, repeatable) Gain another 1 HP. === 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 == === Leadership === :''Cost'': 4 points :''Benefit'': As the ''Leadership'' Feat. You are able to attract a group of loyal followers to help you out in various roles. A Rogue who has gathered a small band of thieves, a Wizard with his apprentices, or that douche at your high school who has a group of sycophantic allies are all prime examples of people with this Tag. :''Modifiers'': * (6 points) Add 1 to the level of all Followers. * (5 points) Add 1 to the level of your Cohort. * (4 points) +3 to your Leadership score. * (4 points) You may take this Tag before level 6th, ''if'' your level + Charisma modifier = 6 or more. :''Special'': You cannot take this Tag and the Leadership Feat. If you take the Leadership Feat, you may add modifiers from this tag as if you had taken this tag instead of the Leadership Feat. You must take this tag after attaining sixth level, unless a purchased modifier allows otherwise. Your base Leadership score (Level + CHA Mod) must be 6 to do this. === Ludicrous Luck === :''Cost'': 2 points :''Benefit'': You're just plain luckier than most, gaining one Luck Charge (which is restored after an Extended Rest). Your Luck Charge may be used to turn a critical failure into a non-critical failure, automatically confirm a critical hit on a natural 20, or to reroll an attack roll, skill check, or other d20 roll - but you HAVE to take the second result. (Yes, if you have several Luck Charges, you can use them repeatedly on the same check.) :''Modifiers'': * (2 points, repeatable) Gain an additional Luck Charge * (-2 points) Your luck occasionally turns against you... Massively. Any time you use a Luck Charge (and it works - so if you reroll and STILL fail this doesn't come into effect), the GM rolls a d10. If the value is equal to or less than the number of times you've used a Luck Charge without a problem (counting the one he's rolling for), then the GM can pull a completely ridiculous negative circumstance of his choice against you - the consequence being highly variable, but no saving throw of any kind allowed, whatever it is. (Good ones include badly-timed pans falling on your head, or getting on the bad side of a swarm of cats.) == 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 == == Tags skipped == These tags from BESM d20 have been skipped for possible future implementation * Art of Distraction * Computer Scanning *
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