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== M == === Massive Damage === :''Cost'': 10 points :''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'': * (-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. === Mimic === :''Cost'': 20 points :''Benefit'': The caracter can attempt to mimic other's actions. Upon making an appropriate check (Spellcraft for magic, knowledge checks for creature specials, or the like) at a suitable DC (base 15, going up for more powerful specials), they can use that ability. Attempting the check and using the ability is done in the same action length (which matches the action length of the ability as used normally). : Naturally, this requires a ''lot'' of DM council as to how precisely this works - which can vary by campaign. :''Modifiers'': * (-5 points) Spells only. === Mind Manipulation === :''Cost'': 12 points :''Benefit'': The character is capable of controlling the minds and/or actions of others by one means or another. By default, they can use it on any being with at least 3 Intelligence. :Control is initiated as a full-round action. The ''attacker'' must make a Will "save" of DC 10 plus the target's Intelligence modifier. If they succeed, the victim may attempt a Will Save against DC 15 plus the attacker's Wisdom modifier. Failure means control is established. While the precise details can vary, the effects are similar to ''Dominate Person''. (This can represent their thought patterns being forcibly overwritten, their bodies moving against their natural will, or all manner of other effects.) The effects last for one day. :At any dramatic moment, or when ordered to do something against their nature, the victim can try to break free of the influence - making this save at a +2 bonus if the action is undesirable, or +6 bonus if the action is especially so (say, attacking an ally). :Victims usually do not remember what happened while controlled. :Taking concentrated study on a subject for a day or two - particularly if they are captive - can provide a +5 to the user's will check and save DC. :''Modifiers'': * (2 points, repeatable) The character receives a +1 bonus to their attempts to initiate control, and the save DC to resist increases by 1. * (4 points) The effects last for one week instead of one day. * (8 points) The effects last for one month instead of one day. * ("0" points) The character is capable of "burning" single commands into the victim (including things like introducing a long-term phobia) - these commands do not time out. The character must make a separate check for each command. * (-2 points) The effects last for only one hour. * (-2 points) The ability works on an broad, setting-common, but not all-encompassing, category of beings ("humanoids" being the most basic). Can't stack with any other target-array limiter. * (-4 points) The ability works on a wide variety of targets ("Humanoid males", "Beings potentially attracted to the user", or "Underdark humanoids"). Can't stack with any other target-array limiter. * (-6 points) The ability only works on a moderate array of targets ("Arcane Spellcasters", "Divine Spellcasters", "Worshippers of this-or-that deity"). Can't stack with any other target-array limiter. * (-8 points) The ability only works on a highly specific array of targets ("Beings wearing cursed rings I developed - and not if they were put on against their will", "A specific family", "Beings who I've placed chips in the brains of"). Can't stack with any other target-array limiter. * (-6 points) The control only works on one subject at a time. * (-2 points) Victims remember what they did while under control. * (-4 points) The effect only charms the victims, making them fall in love with the character. They will be Helpful to the character, but she cannot attempt to order them to do things against their nature - they don't get a Will save to break control, but simply ''will not'' do it. * (-6 points) The effect only charms the victims into thinking of the character as a friend. See ''Charm Person''. == 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. === Natural Weapons === :''Cost'': 2 points :''Benefit'': The character has a natural weapon. Select one from the standard list. : All mechanically-oriented checks where taking 20 is allowed can be done in half the usual time. :''Modifiers'': * (2 points, Bite attack) The character can 'hold onto' the bite after landing it, continuing to inflict damage in subsequent rounds. These are automatically successful. The opponent can break the hold as if it were a Grapple, and the user can't defend as well while doing so (-4 to AC). * (2 points, Gore attack) The character's charges when using the Horn to attack are extra-effective, dealing an additional 1d6 damage. * (1 point, Tentacle attack) The character gets a +2 bonus to all Grapple-related checks due to the flexibility of the limb. == O == === Organizatonal Ties === :''Cost'': Variable. :''Benefit'': The character has connections to an organization of power within the campaign. An organization that wields moderate power is worth one point, significant power two points, great power three points, and massive power four points. They can expect to be called on for favors, but in turn can call on favors of their own with that organization. : If you're at a heroing school, the student council would count as significant or even great power. If you're centered around one city, that city's Mafia and Nobility would ''both'' be of Great power. :''Modifiers'': * (As base cost, repeatable) The character wields greater power in the organizaton. By level (number of times this modifier is taken): ** Respected position such as a landed knight or corporate junior executive. They have some status and wealth. ** Middle rank such as a feudal lord, corporate vice president, or criminal captain who runs a neighborhood. (Or a junior congressman.) ** Senior rank such as a US Senator, senior vice-president in a coporation, or feudal baron. ** Controlling rank - US State Governor, corporate president, or mafia leader. ** Controlling rank across many organizations - "boss of bosses" of many crime families, or ruler of a small nation. ** Add one if the organization's influence is international at the level you're at. Add two if it's flat-out campaign-world-wide. == P == === Piloted Robot === :''Cost'': 16 points :''Benefit'': The character owns and knows how to use a piloted robot, powered armor, or advanced vehicle. The exact details will ''necessarily'' involve ludicrous amounts of GM involvement - to the point where no modifiers are provided. : If the DM wants mechanics, for now, they are advised to get the ''d20 Mecha'' SRD, and start with a 400-point robot, at least for now. === Pocket Dimension === :''Cost'': 8 points :''Benefit'': The character has access to a pocket dimension of some sort - while a ''bag of holding'' is the stereotypical example of this in normal D&D, the famous "Hammerspace" talent of many anime females would be this, as well as the ''rope trick'' spell. : The ability is associated with a class of object - such as mirrors, bodies of water, or the like. : The dimension is about the size of a closet - around 120 cubic feet. : Modifiers: * (4 points, repeatable) Add 120 cubic fee tto the scale. * (8 points) The character can exit through portals besides the one he came in through - say, jumping from one mirror to another. * (-2 points) The location is singular, but mobile - such as a vehicle or item. * (-4 points) The location is singular and fixed - the mirror on the wall at your mansion, for example. === Powered Evasion === :''Cost'': 4 points :''Benefit'': The character can use an ability to escape an attack by rolling a successful, relevant skill check of the GM's choice, whose DC is equal to the attack's end hit roll. Examples could include a rapid teleport ability used to jump a single foot, Jump to jump over the attack, or even Dynamic Sorcery to create a flash barrier. : ''Modifiers'': * (2 points, repeatable) Lower the DC of this check by 3. * (-2 points) The ability comes at a cost of arcane/divine power - the character must spontaneously-cast a special to use it. Each level of the spell they sacrifice lowers the DC by 2. === Precise Fingers === :''Cost'': 3 points :''Benefit'': Your sense of touch is far more honed than a normal person's. You receive a +5 bonus on any check where being able to feel even the tiniest vibrations would help (such as Disable Device checks). === 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. === Projection === :''Cost'': 4 points :''Benefit'': The character can create illusions spontaneously, as the ''Silent Image'' spell. :''Modifiers'': * (2 points) As ''Minor Image'' instead. * (4 points) As ''Major Image'' instead. * (3 points) The ability requires no concentration after creation (like ''Persistent Image'') * (3 points) The image, once created, is permanent until dispelled. (Must also take "no concentration after creation" unless you ''want'' to focus on a spell forever...) == Q == == R == === Regeneration === :''Cost'': 4 points :''Benefit'': The character can recover from damage ''ludicrously'' faster than a normal human - recovering one hit point every minute. :''Modifiers'': * (8 points) One HP every round. * (4 points, must have taken the previous modifier, repeatable) +1 HP each round. === Reincarnation === :''Cost'': 6 points :''Benefit'': Death is not the end for a reincarnating character - they somehow survive, and can be restored to full life. Maybe they're a robot whose memory can be copied, or a demon that can return from the Abyss after some time... Either way, they're a major problem. : This Reincarnation, however, is preventable in some way (even if that way is rather complex, like a special ritual), and takes a few weeks to complete. :''Modifiers'': * (-2 points) The reincarnation is rather easy to prevent (burning the corpse, for example). * (+2 points) The reincarnation is especially hard to prevent (the ritual that can seal the character's spirit is exceptionally obscure). * (4 points, repeatable) The reincarnation is faster, settling in (go up a step for each repetition: ** A few days. ** 24 hours. ** A few hours. ** One hour ** A few minutes ** A few rounds == S == === Scent === :''Cost'': 3 points :''Benefit'': Gain the Scent ability. Simple enough right? === Second Wind === :''Cost'': 2 points :''Benefit'': The character, under certain conditions, can gain a second wind, immediately recovering 5 HP. This can only occur once per power. Gaining the second wind requires a standard and move action. :''Modifiers'': * (1 point, repeatable) +3 HP from the second wind. === Skill Training === :''Cost'': 1 poiont :''Benefit'': You've got more training in skills than an ordinary individual of your class and level. +2 Skill Points. :''Modifiers'': * (1 point, repeatable) Gain another 2 skill points === Silence Creation === :''Cost'': 4 points :''Benefit'': The character can create a ''zone of silence'' in a 30' area. :''Modifiers'': * (2 points) The effect only prevents sound from entering or leaving the zone, and isn't a true zone of silence. === Sixth Sense === :''Cost'': 2 points :''Benefit'': The character has a sense for detecting things under unusual contexts. When taking this attribute, the character specifies a category of phenomona (with GM OK!). When something related to that sense is close, the GM can have the character roll a Wisdom check to notice it - making it easier if the source is strong. A character who concentrates after detecting a source can get some information about it, much like the ''detect evil'' or ''detect magic'' spells. :''Modifiers'': * (3 points) The detection is constant, similar in nature to a spell like ''detect evil''. === Size Change === :''Cost'': 12 points :''Benefit'': The character is, by some means, able to shift in size - able to shift themselves (gear and all) up or down one size increment (i.e. from Medium to Small or Large.) :''Modifiers'': * (-4 points) They can't shrink, only grow. * (-6 points) They can't grow, only shrink. * (4 points, repeatable) They can shrink one size further than they otherwise could, down to a limit of Fine. * (6 points, repeatable) They can grow one size further than they otherwise could, up to a limit of Colossal. === Slithering === :''Cost'': 3 points :''Benefit'': The character can, if their armor allows them to move sufficiently (Leather or less), move along the ground at full speed while prone. They are not considered flat-footed for the purposes of avoiding attacks while prone. === 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. === Swarm === :''Cost'': 6 points :''Benefit'': The character can transform into a swarm of small creatures, like bats, rats, or the like. The details must be crafted as the attribute is taken. The user transforms into three of the creature per HP. Most special abilities cannot be used while in Swarm form. :The swarm can attack with the BA of its user, inflicting one damage per ten creatures in the swarm. A swarm can be attacked as usual, but the critters don't die easily - effective damage against the character's true HP is reduced to one-quarter, except for Area effect attacks. == T == === Telekinesis === :''Cost'': 8 points :''Benefit'': The character can move objects without physically touching them. (This could be just a tractor beam.) As taken, this is only good for two pounds of object carried, and only works up to twenty feet away from the user. :''Modifiers'': * (-6 points) The character can only manipulate one sort of material - such as a traditional element (air, earth, fire, water), wood, or metal (which could mean their power is magnetic in nature). * (6 points, 4 if single-element, repeatable) Multiply the manipulable weight by ten. * (4 points, 3 if single-element, repeatable) Triple the range the technique can be used at. === Telepathy === :''Cost'': 6 points :''Benefit'': The character has some power of telepathic power, the ability to read other peoples minds. It allows for, upon concentration, reading of another's surface thoughts. They also gain a limited ability to send their own thoughts to others - starting with basic emotions. The ability works at a range of 50 feet. :''Modifiers'': * (-2 points) The effect only works on a broad, but non-universal, category of creatures, such as humanoids. * (-4 points) The effect only works on a narrow category of creatures, such as those the character is close to, or canines. * (-4 points) The ability requires direct contact to work. * (2 points, repeatable) Double the range. * (4 points) The character doesn't need full concentration to read another's thoughts. * (4 points) The character can communicate with other telepaths at normal conversational speeds, and send simple concepts (one word) to non-telepaths (as a full-round action). * (4 points) The character can pick up deeper thoughts of the target. * (6 points) The character can read another's senses, with concentration. * (6 points) The character can read multiple people's thoughts at once. * (12 points) The character can invade another's mind - if that person fails a Will Save (DC defined by GM), the character can probe into their memories. * (6 points, requires mind invasion) ... And even alter them in various ways. === Teleport === :''Cost'': 8 points :''Benefit'': The character can teleport, as the spell ''teleport'' (self plus 50 pounds of objects only). <<<TO DO: MODIFIERS>>> === Temperature Control === :''Cost'': 3 points :''Benefit'': The character can alter tempratures in a 30' area, making that area's temprature be anything from severe cold (-20 F) to severe heat (110 F). It can take time to change temprature, especially to severe amounts. :''Modifiers'': * (-2 points) The character can only increase or decrease the temprature by 30 degrees F, rather than the entire range. * (2 points, repeatable) increase the area by 15'. === Transmutation === :''Cost'': 9 points :''Benefit'': The character can transmute one non-living object to another of similar size and nature. The target object must be known to the user. Transmutation doesn't normally work on magic objects. :''Modifiers'': * (-3 points) The transmutation only works on one large class of objects ("weapons", "wood", "clothing", "food" for example). * (-6 points) The transmutation only works in a very specific context, like "clothes to combat outfit" or "restore spoiled food". * <<<MODIFIERS FOR USE ON MAGIC ITEMS, NON-SIMILAR MASS, ETC. FORTHCOMING>>> === Tunneling === :''Cost'': 5 points :''Benefit'': The character gains a tunnel speed of 5 feet, allowing them to slowly maneuver around the environment under other creatures' feet, so long as the environment is dirt or sand. :''Modifiers'': * (4 points, repeatable) Add 5 feet to the speed. * (3 points) The character can move through solid rock at half speed. === Turn Undead === :''Cost'': 6 points :''Benefit'': The character is able to Turn Undead, as the Cleric ability, 3 + Charisma modifier times per day. Use your primary class level in place of your Cleric Level. :''Modifiers'': * (-2 points) The character can not destroy undead with this power, only make them flee. * (4 points) If the creature's hit dice are less than two-thirds of the cleric's level, then they are Destroyed instead of Turned on a successful Turn Undead. * (2 points, repeatable) The character can Turn Undead one more time per day. == U == === Untrackable === :''Cost'': 3 points :''Benefit'': The character never leaves footprints, tracks, or a scent when walking or running, except in deep snow (and not even that if they have Light-Footed). Tracking skills cannot succeed against them. == V == == W == === Warding === :''Cost'': 2 points :''Benefit'': The character knows how to create wards on doors, windows, or the like to protect against one type of supernatural being (such as Undead, Evil Outsider, or the like) - the affected beings can only pass through the ward by passing a DC 15 Will save and ''then'' taking 1d12 damage of an appropriate type (Holy being common) as the ward burns. :These wards can also be weaponized - stuck on an appropriate creature to deal 1d6 damage/round as long as it's stuck. :Further, they are useful against possession or Mind Control by supernatural entities - sticking it on an affected person gives them a chance to break free at a +4 bonus. :Exactly how these wards are created is variable - talk with the GM. :''Modifiers'': * (2 points, repeatable) The Ward is more powerful - raise the DC of the Will save by 3, and add 1d4 damage, both to a pass-through and to it's weapon use. Using it against possession/mind control grants an additional +2 bonus. === Water Speed === :''Cost'': 4 points :''Benefit'': The character gains a Swim Speed of 15 feet. :''Modifiers'': * (2 points, repeatable) Add 10 feet. === Water Walk === :''Cost'': 4 points :''Benefit'': The character can walk on the surface of water at their normal ground speed. They are presumed to be able to suppress this to dive into the water. :''Modifiers'': * (-2 points) The character can't suppress this ability, and thus can't go underwater under normal circumstances. === Wealthy === :''Cost'': 8 points :''Benefit'': The character is far wealthier than is normal for their level. They have access to resources a typical adventurer would lack, and can be safely assumed to have real estate holdings, investments, etc. : The character's assets and investments total at least 10,000 GP per level, ,and they can easily pull 1,000 GP a month out without significantly damaging it (due to rents, investment payoffs, etc.) :''Modifiers'': * (4 points) Their richness is ludicrous - 100,000 GP per level. * (8 points) Their richness is at Nagi Sanzenin levels - in the multiple millions of GP, with mansions, armies of servants, et cetera. The GM has to approve this, because it's a ''guaranteed'' campaign-changer. === Weather Control === :''Cost'': 5 points :''Benefit'': The character can manipulate the weather in a 30' area, similar to the ''Control Weather'' spell (and similarly limited by the season and climate of the area). :''Modifiers'': * (-3 points) The character can only create one weather condition. (Whether that condition can be created in spite of being inappropriate for the area is at the GM's option.) * (2 points, repeatable) increase the area by 15'. == X == == Y == == Z == === Zen Direction === :''Cost'': 2 points :''Benefit'': By focusing for one minute, the character can learn what the "right" direction to move is. However, the "right" direction may be different from the "desired" one... :''Modifiers'': * (4 points) The "right" direction is always the "desired" one, as long as their desires are clear.
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