D20r:Cataclysm

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*''Blindsense'': A cataclysm with this ability gains blindsense 100' as long as it is capable of hearing.
*''Blindsense'': A cataclysm with this ability gains blindsense 100' as long as it is capable of hearing.
*''Blindsight'': A cataclysm with this ability gains blindsight 30'.
*''Blindsight'': A cataclysm with this ability gains blindsight 30'.
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*''Boon:'' A cataclysm with this ability may grant a boon to a number of creatures equal to its Charisma modifier (15 for a standard cataclysm). A cataclysm must have an ability itself in order to grant it as a boon. Up to an equal number of creatures within 100' of a cataclysm when it dies also immediately gain the cataclysm's boon as a permanent, supernatural effect. Creatures affected by a cataclysm's boon gain one of the following properties, as determined by the DM upon creating the cataclysm: Blindsense 30', Damage Reduction variable defense ability, Elemental Affinity variable defense ability, Evasion, Flight variable defense ability, Intense Fortitude, Mindsight variable defense ability, Natural Attacks variable defense ability, or Tremorsense 30'. Creatures granted a cataclysm's boon (but not those who receive the boon as it dies) gain some of the cataclysm's appearance as their own, typically a sigil or marking on the forehead, an aura, or (rarely) horns, claws, or similar physical alterations. A cataclysm takes a -2 penalty to Charisma for each creature it has a boon granted to at a time. A cataclysm may grant or cease a boon as a swift action on one or multiple creatures at any distance (including across planar boundaries) and for any reason.
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*''Boon:'' A cataclysm with this ability may grant a boon to a number of creatures equal to its Charisma modifier (15 for a standard cataclysm). A cataclysm must have an ability itself in order to grant it as a boon. Up to an equal number of creatures within 100' of a cataclysm when it dies also immediately gain the cataclysm's boon as a permanent, supernatural effect. Creatures affected by a cataclysm's boon gain one of the following properties, as determined by the DM upon creating the cataclysm: Blindsense 30', Damage Reduction variable defense ability, Elemental Affinity variable defense ability, Evasion, Flight variable defense ability, Intense Fortitude, Mindsight variable defense ability, Natural Attacks variable defense ability, or Tremorsense 30'. Creatures granted a cataclysm's boon (but not those who receive the boon as it dies) gain some of the cataclysm's appearance as their own, typically a sigil or marking on the forehead, an aura, or (rarely) horns, claws, or similar physical alterations. A cataclysm takes a -1 penalty to its Hero Value for each creature it has a boon granted to at a time. A cataclysm may grant or cease a boon as a swift action on one or multiple creatures at any distance (including across planar boundaries) and for any reason.
*''Conditional Incorporeality:'' A cataclysm with this ability may become incorporeal or become corporeal as an immediate action, gaining the Incorporeal subtype and all features thereof. While incorporeal, its natural attacks gain the ''ghost touch'' weapon enhancement.
*''Conditional Incorporeality:'' A cataclysm with this ability may become incorporeal or become corporeal as an immediate action, gaining the Incorporeal subtype and all features thereof. While incorporeal, its natural attacks gain the ''ghost touch'' weapon enhancement.
*''Damage Reduction'': A cataclysm with this ability has damage reduction to all kinds of attacks except for one defense equal to its Hero Value. This damage reduction doesn't necessarily need to be a typical one: example damage reductions can be DR 15/dead (so that only dead creatures and materials deal full damage), DR 15/stealth (so that only attacks made from stealth deal full damage), DR 15/natural (so that only natural attacks deal full damage), or DR 15/mundane (so that only nonmagical weapons deal full damage).
*''Damage Reduction'': A cataclysm with this ability has damage reduction to all kinds of attacks except for one defense equal to its Hero Value. This damage reduction doesn't necessarily need to be a typical one: example damage reductions can be DR 15/dead (so that only dead creatures and materials deal full damage), DR 15/stealth (so that only attacks made from stealth deal full damage), DR 15/natural (so that only natural attacks deal full damage), or DR 15/mundane (so that only nonmagical weapons deal full damage).
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*''Elemental Affinity'': A cataclysm with this ability gains an elemental subtype (Air, Cold, Earth, Fire, or Water), gaining all abilities appropriate to the subtype. A cataclysm with the Water subtype also gains the Amphibious special quality, is considered a journeyman in Athletics, and has a swim speed equal to its land speed.  This ability may be selected multiple times: each time, select a different elemental subtype.
*''Elemental Affinity'': A cataclysm with this ability gains an elemental subtype (Air, Cold, Earth, Fire, or Water), gaining all abilities appropriate to the subtype. A cataclysm with the Water subtype also gains the Amphibious special quality, is considered a journeyman in Athletics, and has a swim speed equal to its land speed.  This ability may be selected multiple times: each time, select a different elemental subtype.
*''Evasion'': A cataclysm with this ability gains the Evasion ability. See the rogue class feature of the same name.
*''Evasion'': A cataclysm with this ability gains the Evasion ability. See the rogue class feature of the same name.
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*''Fearsome Gaze'': A cataclysm with this ability gains a gaze attack with a save DC equal to 10 + 1/2 its Hit Dice + its Charisma modifier (DC 40 for a standard cataclysm), selected from the following options and with the save altered according to the table:
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::{|class="class zebra bordered header"
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|Effect || Duration ||  Save Type || Save DC Modifier
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|-
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|Blind || 1d3 rounds || Fortitude || +0
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|-
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|Confusion || 1 round || Will || +0
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|-
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|Daze || 1d3 rounds || Will || +0
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|-
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|Elemental damage (acid, cold, electricity, fire, or sonic)<sup>1</sup> || Instantaneous || Reflex || +3
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|-
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|Immobilize || 1d4+1 rounds || Fortitude || +0
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|-
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|Incorporeal || 2d2 rounds || Fortitude || -3
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|-
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|Nauseate || 1d3 rounds || Fortitude || +3
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|-
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|Petrify || Permanent || Fortitude || -5
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|}
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<sup>1</sup>If a cataclysm has an elemental subtype, this damage matches that type; otherwise, it is at the cataclysm's discretion.
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*''Flight'': A cataclysm with this ability gains a fly speed equal to its land speed with perfect maneuverability. This can be natural flight (such as from wings) or supernatural levitation.
*''Flight'': A cataclysm with this ability gains a fly speed equal to its land speed with perfect maneuverability. This can be natural flight (such as from wings) or supernatural levitation.
*''Improved Grab'': A cataclysm with this ability gains the Improved Grab ability, usable with touch attacks, claws, and bite attacks.
*''Improved Grab'': A cataclysm with this ability gains the Improved Grab ability, usable with touch attacks, claws, and bite attacks.
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*''Undeath'': A cataclysm with this ability gains the Undead subtype, and has all benefits and penalties of the subtype.
*''Undeath'': A cataclysm with this ability gains the Undead subtype, and has all benefits and penalties of the subtype.
*''Speedster'': A cataclysm with this ability increases its base land speed by 30', but loses 2 points of Constitution.
*''Speedster'': A cataclysm with this ability increases its base land speed by 30', but loses 2 points of Constitution.
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*''Venomous'': A cataclysm with this ability gains a bite attack that deals 2d8 points of damage. Successfully biting an opponent requires them to make a Fortitude save (DC 25 + the cataclysm's Constitution modifier; DC 38 for a standard cataclysm) or suffer additional poison damage equal to the cataclysm's Hero Value for a number of rounds after the attack equal to the cataclysm's Constitution modifier (15 poison damage per round for 13 rounds for a standard cataclysm). Successive bites do not result in new instances of poisoning. Instead, they increase the duration of the original instance, so that a creature bitten three times by a cataclysm over the course of three rounds has 13 rounds from the most recent bite, plus 12 rounds from the previous round's bite, plus 11 rounds from the preceding round's bite, for a total of 36 rounds of poison damage. A cataclysm with claw, talon, or sting attacks also adds this poison damage to those attacks as well.
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*''Venomous'': A cataclysm with this ability gains a bite attack that deals 2d8 points of damage. Successfully biting an opponent requires them to make a Fortitude save (DC 10 + 1/2 its Hit Dice + the cataclysm's Constitution modifier; DC 38 for a standard cataclysm) or suffer additional poison damage equal to the cataclysm's Hero Value for a number of rounds after the attack equal to the cataclysm's Constitution modifier (15 poison damage per round for 13 rounds for a standard cataclysm). Successive bites do not result in new instances of poisoning. Instead, they increase the duration of the original instance, so that a creature bitten three times by a cataclysm over the course of three rounds has 13 rounds from the most recent bite, plus 12 rounds from the previous round's bite, plus 11 rounds from the preceding round's bite, for a total of 36 rounds of poison damage. A cataclysm with claw, talon, or sting attacks also adds this poison damage to those attacks as well.

Revision as of 18:18, 29 October 2010

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