D20r:Cataclysm

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<big>'''Feats'''</big><br>
<big>'''Feats'''</big><br>
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''Combat Reflexes:'' A cataclysm may make a number of additional attacks of opportunity equal to its Dexterity bonus (5). It may also make attacks of opportunity while flat-footed. As a cataclysm has X prowess invested in this feat, it gains an additional X/6 attacks of opportunity per round, for a total of 5+(X/6) attacks of opportunity per round.<br>
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''Ability Focus:'' A cataclysm gains a +2 bonus on the Save DC for its Aura of Terror ability.
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''Cleave:'' If a cataclysm deals a creature enough damage to make it drop (that is, render it unconscious or dead), it gets an immediate, extra melee attack against another creature within reach. It can take up to two 5-foot steps before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. For each 5-foot step the cataclysm forgoes, it may make an additional attack after dropping an opponent at a penalty (-2 for the first additional attack, and -4 for the second) It can use this ability once per round. (10 pts)<br>
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''Combat Reflexes:'' A cataclysm may make a number of additional attacks of opportunity equal to its Dexterity bonus (5). It may also make attacks of opportunity while flat-footed. As a cataclysm has X prowess invested in this feat, it gains an additional 3 attacks of opportunity per round, for a total of 8 attacks of opportunity per round. (18 pts)<br>
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''Dodge:'' A cataclysm may designate an opponent during its turn and receive a +3 dodge bonus to Armor Class against attacks from that opponent. (12 pts)<br>
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''Evasive Dodge:'' A cataclysm may substitute a 10' step for an attack of opportunity. This action still consumes an attack of opportunity for the round. (10 pts)<br>
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''Flick of the Wrist:'' If a cataclysm has not attacked in this round, it may spend a swift action to make two attack with a light, one-handed, or natural weapon at its full Base Attack Bonus. (13 pts)<br>
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''Great Fortitude:'' A cataclysm gains a +4 bonus on Fortitude saving throws. (8 pts)<br>
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''Iron Will:'' A cataclysm gains a +4 bonus on Will saving throws. (8 pts)<br>
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''Lightning Dodge:'' If a cataclysm is attacked by the target of its dodge feat in melee and still may make an attack of opportunity this round, it may forgo an attack of opportunity this round and make a 5' step. Alternatively, a cataclysm may instead teleport to the other side of its attacker, directly into a position that would have provided flanking for its original space. When it does this, its body becomes like a living spark and it passes through its target, dealing 5d6 points of electricity damage. A successful Reflex save (DC 20 + Con modifier; DC 34 for a standard cataclysm) negates this damage. Using this feat in this fashion is a supernatural ability. A cataclysm may only use this feat once per round, even though a cataclysm has the ability to take multiple attacks of opportunity in a round. (23 pts)<br>
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''Lightning Reflexes:'' A cataclysm gains a +4 bonus on Reflex saving throws. (8 pts)<br>
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''Power Attack:'' On the cataclysm's action, before making attack rolls for a round, it may choose to subtract a number from all melee attack rolls and add twice the same number to all melee damage rolls. This number may not exceed its base attack bonus. The penalty on attacks and bonus on damage apply until its next turn. (10 pts)
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<big>'''Abilities'''</big><br>
<big>'''Abilities'''</big><br>
''Death Throes:'' A cataclysm reduced to 0 or fewer hit points inflicts a number of d6s equal to its Hero Value in force damage to all creatures within 50' when it dies. Objects are unaffected, and a successful Reflex save (DC 25 + the cataclysm's Constitution modifier; DC 38 for a standard cataclysm) halves the damage.<br>
''Death Throes:'' A cataclysm reduced to 0 or fewer hit points inflicts a number of d6s equal to its Hero Value in force damage to all creatures within 50' when it dies. Objects are unaffected, and a successful Reflex save (DC 25 + the cataclysm's Constitution modifier; DC 38 for a standard cataclysm) halves the damage.<br>
''Deflective Presence:'' A cataclysm adds its Hero Value to its touch Armor Class, and adds its Charisma modifier to its Armor Class as a Deflection bonus.<br>
''Deflective Presence:'' A cataclysm adds its Hero Value to its touch Armor Class, and adds its Charisma modifier to its Armor Class as a Deflection bonus.<br>
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''Variable Defenses:'' A catacylsm has a number of abilities selected from the Variable Defenses chart below equal to one-quarter its Hit Dice.<br>
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''Variable Defenses:'' A cataclysm has a number of abilities selected from the Variable Defenses chart below equal to one-quarter its Hit Dice.<br>
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''Aura of Terror:'' A cataclysm emanates an aura of terror. All creatures within 100' at the start of their turns must make a Will save (DC 25 + the Cataclysm's Charisma modifier; DC 40 for a standard cataclysm) or be rendered shaken. An already shaken creature is instead rendered panicked. Creatures normally immune to fear effects still must make saving throws, but receive a +15 bonus on their save against this ability. They are in addition immune to the panicking effect.<br>
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''Aura of Terror:'' A cataclysm emanates an aura of terror. All creatures within 100' at the start of their turns must make a Will save (DC 25 + the Cataclysm's Charisma modifier + 2; DC 42 for a standard cataclysm) or be rendered shaken. An already shaken creature is instead rendered panicked. Creatures normally immune to fear effects still must make saving throws, but receive a +15 bonus on their save against this ability. They are in addition immune to the panicking effect.<br>
''Resilience:'' A cataclysm gains maximum Hit Points per Hit Die.<br>
''Resilience:'' A cataclysm gains maximum Hit Points per Hit Die.<br>

Revision as of 19:21, 29 October 2010

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