Talk:D20r:Sandbox

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(Fierce as the Flame)
 
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{{Sandbox}}
{{Sandbox}}
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==Template==
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*Abjuration - spell protects target or area, particularly against magic
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===Feat===
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*Acid - spell deals acid damage, rusts or disintegrates
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'''Prerequisites:'''
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*Air - spell creates wind, provides or denies breath
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*Aligned - spell deals with alignment
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'''Benefit:'''
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*Animation - spell animates dead or object target
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*Cloud - spell creates fog or cloud that can be blown about by wind
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'''Investing:'''
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*Cold - spell deals cold damage, deals with ice
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*Creation - spell creates permanent substance from whole cloth
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'''Normal:'''
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*Curse - spell inflicts permanent debilitation, usually with specific removal requirements
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*Darkness - spell displaces or removes light or light sources
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'''Special:'''
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*Death - spell kills directly
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==Feats==
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*Detection - spell increases perceptive abilities, allows viewing things that cannot normally be seen
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===Arcane Strike [Investing]===
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*Divination - spell augurs
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'''Prerequisites:''' Ability to cast 1st level arcane spells
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*Dynamism - spell provides non-morale, non-polymorph benefits to target
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*Electricity - spell deals electrical damage, deals with lightning
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'''Benefit:''' As a swift action, you can grant your attacks a +1 enhancement bonus to attack and damage rolls (as if your weapon were enchanted).
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*Entropy - spell deals with entropic energy
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*Eternal - spell has eternal option
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'''Investing:''' For each five prowess you invest in this feat, increase the enhancement bonus by 1.
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*Fire - spell deals fire damage, deals with heat
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*Force - spell deals force damage, deals with magnetism
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===Bright as the Sun===
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*Gaze - spell provides gaze attack
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'''Prerequisites:''' Arcane Strike, Valiant Magic, Hero Value 3+
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*Healing - spell restores life or clears status
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*Illusion - spell masks or alters the appearance of a creature or object without actually altering it
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'''Benefit:'''
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*Light - spell creates or augments light or light sources
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*Luck - spell provides luck bonus or deals with probability
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'''Special:''' If you also have Fierce as the Flame, you gain a +6 insight bonus to your Intelligence score.
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*Metal - spell alters or creates metal, deals with magnetism
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*Mind-Affecting - spell affects target's mind
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===Burst of Speed [Heroic]===
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*Morale - spell provides morale bonus
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'''Prerequisites:''' Fleet of Foot
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*Poison - spell inflicts or alters poison
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*Polymorph - spell physically alters target
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'''Benefit:''' As a swift action, you may move up to your speed. This ability is usable a number of times per day equal to your Hero Value.
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*Radiant - spell deals with radiant energy
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*Summoning - spell summons an object or creature
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'''Special:''' You may take this feat more than once. If you do, you may use it two additional times per day.
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*Transport - spell allows teleportation or travel options
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*Water - spell creates or alters water
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===Fierce as the Flame===
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'''Prerequisites:''' Heroic Strike, Power Attack, Hero Value 3+
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'''Benefit:''' When you take a penalty to attack rolls from any source greater than -2, you deal additional damage equal to your Hero Value. In addition, you increase the threat range of any weapon you wield by 1 when you take a penalty to attack rolls from any source greater than -4.
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'''Special:''' If you also have Stalwart as the Mount, you gain a +6 insight bonus to your Strength score.
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===Fleet of Foot [Investing] ===
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'''Prerequisites:''' Base land speed greater than 0'
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'''Benefit:''' Increase your base land speed by 5'.
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'''Investing:''' Increase your base land speed by an additional 5' per six prowess invested in this feat.
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===Hushed as the Wood===
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'''Prerequisites:''' Legendary Ambush, Skewer, Hero Value 3+
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'''Benefit:''' A number of times per day equal to your highest ability modifier, you may become invisible and silent (as the ''greater invisibility'' and ''silence'' spells, except only affecting you) for one minute.
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You become a master of Awareness and Stealth.
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'''Special:''' If you also have Bright as the Sun, you gain a +6 insight bonus to your Wisdom score.
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===Natural Leader [Aura, Investing]===
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'''Benefit:''' Allies within 10' of you gain a +1 competence bonus on attack rolls due to your direction.
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'''Investing:''' Increase the competence bonus by 1 for each six prowess invested in this feat. Also increase this feat's area of effect by 5' per five prowess invested in this feat.
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===Noble as the Lady===
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'''Prerequisites:''' Legendary Presence, Natural Leader, Hero Value 3+
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'''Benefit:''' You gain a gaze attack with a range of 30'. Opponents that meet your gaze must make a Will save or take a -3 penalty to attacks and damage for one minute. Creatures that successfully save are immune to your gaze's effects for 24 hours.
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You also add your Charisma bonus to your Armor Class as a deflection bonus.
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'''Special:''' If you also have Bright as the Sun, you gain a +6 insight bonus to your Charisma score.
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===Stalwart as the Mount===
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'''Prerequisites:''' Toughness, Valiant Constitution, Hero Value 3+
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'''Benefit:''' You gain 50% immunity to [Precision] effects and to critical hits.
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You add your Constitution modifier as a bonus to resist trips, bull-rushes, overruns, and tramples.
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'''Special:''' If you also have Swift as the Wind, you gain a +6 insight bonus to your Constitution score.
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===Swift as the Wind===
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'''Prerequisites:''' Fleet of Foot, Burst of Speed, Hero Value 3+
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'''Benefit:''' You may cast ''haste'' as a spell-like ability a number of times per day equal to your highest ability modifier. You must always include yourself as one of the targets.
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If you move at least 10' on your turn, attacks against you suffer a 20% miss chance.
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'''Special:''' If you also have Hushed as the Wood, you gain a +6 insight bonus to your Dexterity score.
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Current revision as of 16:32, 12 August 2014

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