Ad20r:Tags:Special Attack

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:''Effect'': Increase the range increment to 100 feet.
:''Effect'': Increase the range increment to 100 feet.
:''Special'': This ability may be taken several times; each time after the first, double the range increment.
:''Special'': This ability may be taken several times; each time after the first, double the range increment.
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=== Muscle-boosted ===
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:''Cost'': 3 points
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:''Effect'': Add the user's Strength bonus to the attack damage.
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:''Special'': This ability may be taken several times; each time, add the Strength bonus again.
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=== No Regeneration ===
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:''Cost'': 5 points
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:''Effect'': The attack can be treated, but not by natural or magical regeneration.
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=== Penetrating ===
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:''Cost'': 5 points
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:''Effect'': If the attack would go through a Force Field or similar technique, up to 10 damage goes right through the field, ignoring it entirely.
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:''Special'': This ability may be taken several times; each time after the first, add another 10 damage ignoring the field.
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=== Quake ===
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:''Cost'': 6 points
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:''Effect'': The attack forms fissures in the ground - a victim, in addition to the damage, may fall in upon failing a reflex save (DC 15 + damage dice). The fissure is 3 feet deep for the first 5 damage, then doubled for every additional 5 (so 30 damage means a 96 feet deep crevasse and a lot of fall damage).
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=== Stun ===
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:''Cost'': 3 points
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:''Effect'': The attack deals Subdual damage equal to half again the HP damage - or all of it, if the No Damage modifier is assigned to the same attack.
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=== Tangle ===
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:''Cost'': 10 points
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:''Effect'': The attack screws up the ability of the victim to move, such as by freeziing them in ice, tying them with branches, etc. The entanglement has 4 HP per damage die. Tied victims cannot move, attack at a -4 penalty, and can't perform actions that require complex gestures, until the entanglement is destroyed. An "Incurable" Tangle Attack means only a specific attack type will break the entanglement.
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:''Special'': This ability may be taken several times; each time after the first, double the range increment.
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=== Targeted ===
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:''Cost'': 6 points
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:''Effect'': The attack deals double damage to one specific enemy type (any that could be a Ranger's Favored Enemy is a valid target). If taken with the "No Damage" disability, it still damages that type.
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:''Special'': This ability may be taken several times; each time, add one type to those doubly damaged by the attack.
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=== Trap ===
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:''Cost'': 4 points
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:''Effect'': The attack is set as a trap, which is triggered in some fashion (most commonly, stepping on it). Traps with the "Melee" modifier must be carefully planted. An attack roll represents throwing the trap to the correct area if it is ranged. Traps can be sportted with a DC 10+Damage Dice Spot check.
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=== Vampiric ===
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:''Cost'': 15 points
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:''Effect'': The attack's damage is added to the user's hit points, and/or any ability damage is added to their stats.
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:''Special'': For 10 points, this ability can raise the user's hit points and/or stats above their maximum; stats above their usual maximum fade at a rate of 5 HP and one to each stat per hour.
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=== Unique Ability ===
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:''Cost'': ??? Points
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:''Effect'': As always, the player and GM can agree upon abnormal abilities to add to a Special Attack.
== Negative Modifiers ==
== Negative Modifiers ==

Revision as of 07:17, 20 August 2010

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