Ad20r:Tags:Buff

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:''Modifiers'':
:''Modifiers'':
* (2 points) Double both bonuses.
* (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) The character's 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.
+
* (1 point) The character's beauty is a little more obviously sexual - the +2 bonus to things who would be attracted to them becomes +3. You can't take this and the statuesque Modifiers together.
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:''Cost'': 4 points
:''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:
+
:''Benefit'': The character has a talent for being the eye in a storm, able to direct people in dangerous situations. They 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.
+
* In a situation where there is mass panic, they 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.
+
* A crowd that listens to them can be inspired to action by their 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'':
:''Modifiers'':
-
* (1 point) You gain a +4 to Diplomacy checks for the use of Aura of Guidance.
+
* (1 point) The character gains 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) They are 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.)
+
* (1 point) After inspiring action, they 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 ==
== B ==
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:''Cost'': 6 character points
:''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.)
+
:''Benefit'': Regardless of the weapon, regardless of whether they're in a foe's face or at a distance, the character knows how to hit things, work around armor, and the like, far better than an average person of their class and level. +1 to Base Attack Bonus (looping to extra attacks as normal.)
:''Modifiers'':  
:''Modifiers'':  
* (6 points, repeatable) Another +1 to BAB.
* (6 points, repeatable) Another +1 to BAB.
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:''Cost'': 6 points
:''Cost'': 6 points
-
:''Benefit'': Your species' nature is infectious in one or another form, able to transform other beings into creatures like you.
+
:''Benefit'': The character's species' nature is infectious in one or another form, able to transform other beings into creatures like them.
: Contamination requires the victim be willing, unconscious, or restrained, or the target might have to do something unusual to cause it to take effect.
: 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 transformation occurs over several weeks - This could represent the infection gestating before suddenly, "explosively" taking effect, or the creature slowly transforming.
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* (5 points, repeatable) One Metamagic feat can be used to modify a Dynamic Magic three times a day with no Spell Point cost.
* (5 points, repeatable) One Metamagic feat can be used to modify a Dynamic Magic three times a day with no Spell Point cost.
* (10 points) One Metamagic feat that the character already has is ''inherently'' part of their magic, modifiying any spell that that feat could be applied to automatically at no Spell Point cost.
* (10 points) One Metamagic feat that the character already has is ''inherently'' part of their magic, modifiying any spell that that feat could be applied to automatically at no Spell Point cost.
-
* (10 points, repeatable up to nine times) The character can cast spells of one spell level higher. For example, if you take this three times, you can cast third-level spells. (This is a 'per-level' modifier.)
+
* (10 points, repeatable up to nine times) The character can cast spells of one spell level higher. For example, if they take this three times, you can cast third-level spells. (This is the 'Level' modifier, and is also a per-level modifier.)
* (Double the cost of the Tag and all add-to-the-cost, per-level modifiers) The character can use all spells available to them under the attribute as an at-will spell-like ability, without limit.
* (Double the cost of the Tag and all add-to-the-cost, per-level modifiers) The character can use all spells available to them under the attribute as an at-will spell-like ability, without limit.
* (-3 points, repeatable once for each Level modifier taken) The character ''does'' have to prepare spells per day - preparing them as a Wizard of their level would.
* (-3 points, repeatable once for each Level modifier taken) The character ''does'' have to prepare spells per day - preparing them as a Wizard of their level would.
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* (-4 points, repeatable once for each level modifier taken) The character's array of magic is limited to a fairly wide theme, and the player's ability to creatively word spells to suit that theme. (A Flame-based Dynamic Magician could probably say most enchantments are the manipulation of emotional flame metaphors, and chromatic orbs are multicolored flames, for example - but no Ice as the absence of fire.)
* (-4 points, repeatable once for each level modifier taken) The character's array of magic is limited to a fairly wide theme, and the player's ability to creatively word spells to suit that theme. (A Flame-based Dynamic Magician could probably say most enchantments are the manipulation of emotional flame metaphors, and chromatic orbs are multicolored flames, for example - but no Ice as the absence of fire.)
-
''Special'': The per-level modifiers that lower the cost, added together, cannot be worth more than one less than the total cost, per level, of the attribute and modifiers. For example, if you're spending 20 per level for limitless casting, you can take as many as 19 points of cost-lowering modifiers per level.
+
''Special'': The per-level modifiers that lower the cost, added together, cannot be worth more than one less than the total cost, per level, of the attribute and modifiers. For example, if a character is spending 20 per level for limitless casting, they can take as many as 19 points of cost-lowering modifiers per level.
== E ==
== E ==
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:''Modifiers'':  
:''Modifiers'':  
* (4 points) The extra arm can have a magic item on it without counting for the usual limits. This would usually mean a ring or glove, but adaptation might be necessary (animate hair, for example, might mean making custom hairpins that, while cost-wise identical to rings, work only when worn on hair, but can be worn alongside another head item).
* (4 points) The extra arm can have a magic item on it without counting for the usual limits. This would usually mean a ring or glove, but adaptation might be necessary (animate hair, for example, might mean making custom hairpins that, while cost-wise identical to rings, work only when worn on hair, but can be worn alongside another head item).
-
* (4 points) Your extra limb can perform a distinct partial action. The most common example would be attacking with that limb while using a magic item, or attacking even more.
+
* (4 points) The character's extra limb can perform a distinct partial action. The most common example would be attacking with that limb while using a magic item, or attacking even more.
* (4 points) The character has learned how to use the extra limb well in combat. The limb counts as an off-hand, and the character gains the benefits of the Two-Weapon Fighting feat with it and their usual off-hand.
* (4 points) The character has learned how to use the extra limb well in combat. The limb counts as an off-hand, and the character gains the benefits of the Two-Weapon Fighting feat with it and their usual off-hand.
-
:''Special'': This Tag may be taken multiple times. Each time means one more limb. If you have it more than twice, lower the cost of all by 1 each. If you have it more than five times, two each, and ten times, three each.
+
:''Special'': This Tag may be taken multiple times. Each time means one more limb. If they have it more than twice, lower the cost of all by 1 each. If they have it more than five times, two each, and ten times, three each.
=== Extra Attacks ===
=== Extra Attacks ===
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:''Cost'': 3 points
:''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.)
+
:''Benefit'': The character is tougher than most, gaining 4+CON HP. (This does ''not'' count for their Hit Dice or any other effects.)
:''Modifiers'':
:''Modifiers'':
* (1 point, repeatable) Gain another 1 HP.
* (1 point, repeatable) Gain another 1 HP.
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:''Cost'': 8 points
:''Cost'': 8 points
-
:''Benefit'': You have an exceptional talent for healing others. If you have a spellcasting class and cannot already do so, you gain the ability to spontaneously cast ''Cure'' spells, as a Cleric. If you don't (or already could), you can make a Heal check (DC 10) as a standard action, restoring 1 point of HP for every 3 above the DC on roll you made. You also do this as a side effect of other Heal checks (with their respective DCs as the base, instead of 10).
+
:''Benefit'': The character has an exceptional talent for healing others. If they have a spellcasting class and cannot already do so, you gain the ability to spontaneously cast ''Cure'' spells, as a Cleric would. If you don't (or already could), you can make a Heal check (DC 10) as a standard action, restoring 1 point of HP for every 3 above the DC on roll you made. You also do this as a side effect of other Heal checks (with their respective DCs as the base, instead of 10).
:''Modifiers'':
:''Modifiers'':
* (4 points) You restore 1 HP for every 2 above the DC, instead of 3.
* (4 points) You restore 1 HP for every 2 above the DC, instead of 3.
 +
* (4 points) You can use Heal checks ''as well as'' spontaneously cast ''Cure'' spells.
=== Heat Adaptation ===
=== Heat Adaptation ===
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:''Cost'': 3 points
:''Cost'': 3 points
-
:''Benefit'': Your ears are ''much'' better than normal. +10 to Awareness checks where your ears can reasonably help.
+
:''Benefit'': The character's ears are ''much'' better than normal. +10 to Awareness checks where their ears can reasonably help.
=== Honed Sight ===
=== Honed Sight ===
:''Cost'': 4 points
:''Cost'': 4 points
-
:''Benefit'': Your eyesight is ''much'' better than normal. +10 to Awareness checks where your eyes can reasonably help, and +5 to Search checks.
+
:''Benefit'': The character's eyesight is ''much'' better than normal. +10 to Awareness checks where their eyes can reasonably help, and +5 to Search checks.
=== Hunger Resistance ===
=== Hunger Resistance ===
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:''Cost'': 20 points
:''Cost'': 20 points
-
:''Benefit'': You are completely immune to a specific type of damage (such as fire or cold).
+
:''Benefit'': The character is completely immune to a specific type of damage (such as fire or cold).
:''Modifiers'':
:''Modifiers'':
* (GM's Fiat) The element is more precise, or more primal. (Immunity to weaponry could run over 60 points, for example.)
* (GM's Fiat) The element is more precise, or more primal. (Immunity to weaponry could run over 60 points, for example.)
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:''Cost'': 8 points
:''Cost'': 8 points
-
:''Benefit'': You've got exceptional luck and talent for making perfect hits on opponents - double all critical threat ranges (i.e. 19-20 becomes 17-20, a normal becomes 19-20).
+
:''Benefit'': The character has exceptional luck and talent for making perfect hits on opponents - double all critical threat ranges (i.e. 19-20 becomes 17-20, a normal becomes 19-20).
:''Modifiers'':
:''Modifiers'':
* (-4 points) This only applies when using one weapon - as the Improved Critical feat.
* (-4 points) This only applies when using one weapon - as the Improved Critical feat.
-
 
-
=== Massive Damage ===
 
-
 
-
:''Cost'': 10 points
 
-
:''Benefit'': You know how to make attacks inflict significantly more damage than normal. Your base damage for any attack you have influence over is increased by 2.
 
-
:''Modifiers'':
 
-
* (-4 to -8 points, GM's Discretion) This damage only applies to one general class of weapons - i.e. you only do the increased damage while using a sword, or only with a specific group of magic (Evocation or Fire for example).
 
=== Insubstantiality ===
=== Insubstantiality ===
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:''Cost'': 6 points
:''Cost'': 6 points
-
:''Benefit'': You can become invisible, as per the spell ''Invisibility''.
+
:''Benefit'': The character can become invisible, as per the spell ''Invisibility''.
:''Modifiers'':
:''Modifiers'':
* (10 points) As the spell ''Greater Invisibility''.
* (10 points) As the spell ''Greater Invisibility''.
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:''Cost'': 1 point
:''Cost'': 1 point
-
:''Benefit'': Your ability to jump is far, ''far'' beyond human normal. Add +10 to Athletics checks related to jumping.
+
:''Benefit'': The character's ability to jump is far, ''far'' beyond human normal. Add +10 to Athletics checks related to jumping.
:''Modifiers'':
:''Modifiers'':
* (1 point, repeatable) Another +10.
* (1 point, repeatable) Another +10.
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:''Cost'': 2 points
:''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.)
+
:''Benefit'': Your character is just plain luckier than most, gaining one Luck Charge (which is restored after an Extended Rest). A 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'':
:''Modifiers'':
* (2 points, repeatable) Gain an additional Luck Charge
* (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.)
+
* (-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, at his convenience, 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. (Examples might include badly-timed pans falling on your head, or getting on the bad side of a swarm of cats.)
== M ==
== M ==
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:''Cost'': 10 points
:''Cost'': 10 points
-
:''Benefit'': You know how to make attacks inflict significantly more damage than normal. Your base damage for any attack you have influence over is increased by 2.
+
:''Benefit'': The character knows how to make attacks inflict significantly more damage than normal. Your base damage for any attack you have influence over is increased by 2.
:''Modifiers'':
:''Modifiers'':
* (-4 to -8 points, GM's Discretion) This damage only applies to one general class of weapons - i.e. you only do the increased damage while using a sword, or only with a specific group of magic (Evocation or Fire for example).
* (-4 to -8 points, GM's Discretion) This damage only applies to one general class of weapons - i.e. you only do the increased damage while using a sword, or only with a specific group of magic (Evocation or Fire for example).
 +
 +
 +
=== Mechanical Genius ===
 +
 +
:''Cost'': 4 points
 +
:''Benefit'': The character has an innate knack for working with mechanical devices of all sorts - the kind of person who reads the advanced technology device's manual in a few minutes, then figures out how to fix it in an hour or two. Their Disable Device skill can also be used to repair or even build technological contraptions.
 +
: All mechanically-oriented checks where taking 20 is allowed can be done in half the usual time.
 +
:''Modifiers'':
 +
* (4 points) Taking 20 can be done in one-fifth the usual time - just as long as Taking 10 would represent.
== N ==
== N ==

Revision as of 00:27, 16 August 2010

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