Author Topic: $Bonuses, Buffs, and Benefits  (Read 3592 times)

Offline MetroMagic

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$Bonuses, Buffs, and Benefits
« on: March 15, 2012, 02:55:51 AM »
Post your goodies for all!

Offline MetroMagic

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Re: $Bonuses, Buffs, and Benefits
« Reply #1 on: March 15, 2012, 04:35:46 AM »
EIGHTH DRAFT; updated to include “BOOOOM!! Love, Janis” and a consolidated list of Effects near Star

One-line descriptions are shown directly; anything two or more lines went into a spoiler.

Originals and copies:
The only Magic Item the copies have is ScryBubblegum (Link plus Mind Blank)
All non-Item-based Effects apply to copies as well as originals, including Positive Energy

From Halfaz

Polymorph Self – from the Ioun Crystal on Halfaz’s ship, on all originals and copies
(click to show/hide)

Elemental Form, Earth – Scroll + Halfaz’s ship’s Spell Cannon, on all originals and copies
Duration: 2 hours+; Earthglide 12; base of AC16 instead of 10; Magic weapon to be hit
(click to show/hide)



From Janis

Luck Bonus +2
(click to show/hide)

Aerial Combat Training, Circumstance bonus +4/+2 to hit, AC+2
(click to show/hide)

ScryBubblegum Linked mind to mind, and Mind Blank
(click to show/hide)

Mind Blank against mind-affecting Effects; Non-Detection for Divination, Scrying
(click to show/hide)

BOOOOM!! Love, Janis
30d10 (30 structural points) vs large rigid inanimate objects; 20d6 in 10 ft radius (REFLEX 19 for half)
(click to show/hide)



From Star –  (1) Effects gained near her, (2) Potions, Scrolls, Items


**Benefits to Allies Within Distance from Star**

**Any Distance, Even Off-Plane**
12 allies (and Star) gain Protection from Plane we are on, or going to
If Linked with Star and receiving her Combat Map: Roll all attacks and Saves twice, take better roll +2 Time bonus; +2 Time Bonus to Initiative rolls; these effects stack with all bonuses and extra rolls

**Within 100 Feet**
Roll twice and take better, with +5 Insight bonus, once per round as immediate action
+6 Resistance bonus to all Saves; 1 is never automatic failure; once per round roll Save twice and take better, with the +6
+3 Morale bonus to all attacks, Saves, Skill checks
+8 Enhancement bonus to STR; may use weapons 1 size larger than normal; as if 2 sizes larger for Grapple checks, stacks with size increase
Greater/Improved Invisibility; does not end if you attack
Affect incorporeal: Your armor and shield bonuses to AC also apply against incorporeal touch attacks, and your attacks are treated as Ghost Touch against incorporeal creatures

**Within 60 Feet**
Darkvision 60 feet, and see in Magical Darkness 30 Feet
Lightning curves toward Star instead of hitting other targets/areas
Heal 2 points of lethal damage per round, converted to half as much non-lethal; if within 40 ft, Heal 2 points for every ally within 20 feet of you (10 allies including Star = Heal 20 lethal, get 10 non-lethal; Effect transmits through allies for 60 feet)
Gain Profession: Sail even if untrained, with +4 Competence bonus, as long as within 20 feet of crew (who is within 20 feet of crew who is within 20 feet of Star; Effect transmits through the crew for 60 feet)

**Within 30 Feet**
Roll all attacks and Saves twice, take better roll +2 Time bonus; +2 Time Bonus to Initiative rolls; these effects stack with all bonuses and extra rolls
No Ranged penalties for Ranged weapons
+6 Deflection bonus to AC; use Deflect Arrows feat
SR 25 vs. Evil Spells
Protection from all Time Effects, including beneficial ones like Haste (unless Star allows the Effect)
Immune to Curses, Disease, Poison; any you already have are suppressed
Water Breathing; gain Swim = Land speed and +8 Racial bonus to Swim
+5 Enhancement bonus to Escape Artist

**Within 20 Feet**
Attacks ignore concealment (even total) but must still aim for correct square
Provoke no attacks of opportunity while moving
First charge attack in a round does double damage on a hit
You understand all spoken and written languages
Search as Free Action once per round, with +2 Insight bonus
All Charm and Compulsion Effects affecting you are suppressed
Perform music even if untrained, with +4 Competence bonus

**Within 10 Feet**
+4 Competence bonus to Spot
+4 Competence bonus to Listen
+4 Competence bonus to Spellcraft; use even if untrained
+4 Competence bonus to Psicraft; use even if untrained

**By Touch**
Cure Blindness
Stone to Flesh
Neutralize Poison, but take 2d4+12 damage from neutralization


From Star – (2) Potions, Scrolls, Items, Etc.

Positive Energy – bathing briefly in it gives:
Double minus 1d4 temporary HP, glow till all used

Essense of Darkness – tiny cylindrical vial, 18 available for party to mask Positive glow
Matte black in color for a little more than half an hour

Wall of Mirror Wand – reflective Spell Effect painted on, 99 available for party
First 120 HP damage reflected back onto source; includes non-targeted

Black Leather – may wear under armor as padding, or separately as clothing
+4 bonus to AC and all saves, stacks with all other types of bonuses; no penalties

Iridescent Spindle Ioun Crystal
Sustains a creature without air

 Protection Scroll, Slow/Delay Poison
(click to show/hide)

True Seeing Scroll, 120 yards, duration 20 minutes
(click to show/hide)

Airy Water Scrolls, 10ft radius or 60ft radius, duration 2 hours
(click to show/hide)

RainBowstring +2
(click to show/hide)

Spell Cannon, Mini x3
(click to show/hide)

Omega, +3/+3, +Alignment damage; double damage vs Evil and Giants
(click to show/hide)

Heimdall’s Rainbow Armor +3, Aura of Rainbow on Invisible, 60 ft radius
(click to show/hide)
« Last Edit: December 18, 2012, 10:07:15 PM by MetroMagic »

Offline ieatfood7

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Re: $Bonuses, Buffs, and Benefits
« Reply #2 on: March 15, 2012, 09:12:28 AM »
From Parrot (and copies):

+6 Dodge bonus to AC PER PARROT
Stacks with itself and every other bonus
Range, adjacent (generally 5 feet) to each Parrot

From Vir:

+2 morale bonus
Bonus on attacks, saves, and skill checks
Admiral's Bicorne
Applies to all who can hear Vir's voice, naturally 100 feet, plus anyone scrybubbling with him.
DOES NOT STACK with the moral bonuses from Ror's various Circles of Good Hope.

Bubble-Bite Trap Armor
actually from Star, repurposed by Vir
Anyone willing to put scrygum on their armor/clothign/skin will cause any bite attacks inflicted upon them to make the attacker listen to 86 LOUD sqwaking parrots in their head (result not yet known).

Flight
60ft. Good maneuverability
Duration - 24 hours after contact with Vir.
See Combat Trianing, abive with Janis, for bonuses while in flight.
« Last Edit: April 04, 2012, 08:43:14 AM by ieatfood7 »

Offline Debatra

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Re: $Bonuses, Buffs, and Benefits
« Reply #3 on: March 15, 2012, 02:43:32 PM »
Horses are gone now, as they went with the copies.
 
Every original of Medium or smaller size will have a horse to ride. My copies and I can communicate with them telepathically so long as at least one of us has line of sight to them, and hopefully MM will allow that to work if we can't but you can, via the ScryBubblegum.
 
The original horse is completely uninvolved with this mission; he's back home. It's the class feature that's getting copied, so you don't have to worry about getting them killed.
 
I posted the horses' stats in the OOC, but here they are again:
 
(click to show/hide)

 
EDIT: Forgot the -1 size penalty to attack rolls. Fixed.
« Last Edit: May 05, 2013, 01:21:54 PM by Debatra »
Kaedanis Pyran, tai faernae.

Offline Debatra

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Re: $Bonuses, Buffs, and Benefits
« Reply #4 on: March 19, 2012, 03:34:20 PM »
Forgot something.
---
From Halt:
 
Distracting Attack (Ex)
Every time a Halt hits something, ranged or melee, it's considered flanked by him until the beginning of his next turn. Take advantage of those +2 attack bonuses and Sneak Attack vulnerability.
Kaedanis Pyran, tai faernae.

Offline FireInTheSky

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Re: $Bonuses, Buffs, and Benefits
« Reply #5 on: March 20, 2012, 02:55:17 PM »
Ror's current ritual load & compilation of ritual benefits. N.B. There's a "shared" spoiler inside the "benefits" spoiler. Anything in black you technically had since we woke up - as long as you're inside the radius, of course. (sorry SirP & MM :-\). Anything in gray you don't get until Ror's turn when he can discharge those rituals.
« Last Edit: October 16, 2013, 05:30:06 AM by FireInTheSky »

Offline FireInTheSky

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Re: $Bonuses, Buffs, and Benefits
« Reply #6 on: April 11, 2012, 10:48:37 PM »
Consolidated Attack & Save bonuses.

*NOTE: This does not include current buffs from Ror. See link in post above for Ror's Team TreatsTM.

Save Bonuses:
ALWAYS ON:
+2 Luck from Janis (while in The PlanTM)
+4 Black Leather
+2 Morale from Vir (on Link)
  -Increases to +5 within 75' of Ror
PROXIMITY DEPENDENT:
Within 100' of Star: +6, nat.1 isn't autofail, reroll 1/rd - take better
Within 30' of Star: +2, roll twice - take better (bonus and re-roll STACK with above; re-roll isn't limited to x/rd)

Attack Bonuses:
ALWAYS ON:
+2 Luck from Janis
+4 Aerial Training from Janis (only +2 if you're on the ground, but we're all flying from Pixie Dust right now)
   -Also from Aerial Training: Multiple attacks after first are +5 (If you're normally +11/+6/+1, you're now +11/+11/+6)
+2 Morale from Vir (on Link)
  -Increases to +5 within 75' of Ror
PROXIMITY DEPENDENT:
Within 100' of Star: +8 STR bonus (+4 to Melee Attacks)
Within 100' of Star: Ghost Touch
Within 30' of Star: +2, roll twice - take better (re-roll isn't limited to x/rd)
Within 20' of Star: Ignore Concealment

Damage Bonuses:
PROXIMITY DEPENDENT:
Within 100 of Star: +8 STR bonus (+4 to Melee Damage)

Re-rolls:
PROXIMITY DEPENDENT:
Within 100' of Star: 1/round re-roll ANY roll, take better w/ +5 Insight bonus
(copied from above) Within 30' of Star: +2, roll attacks/saves twice - take better (re-roll isn't limited to x/rd)
« Last Edit: October 16, 2013, 05:32:43 AM by FireInTheSky »

Offline FireInTheSky

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Re: $Bonuses, Buffs, and Benefits
« Reply #7 on: June 14, 2014, 09:35:47 AM »
Within 75' of Ror
  • +5 morale bonus to Attacks, Saves, and Skill Checks
  • Whenever any creature deals damage to you, that creature takes the same type and amount of damage.
Within 50' of Ror
  • You gain a +6 resistance bonus to saving throws, you do not automatically fail saving throws on a roll of 1, and once per round you may roll twice for a saving throw and choose the better result.
  • You gain regeneration 5, and once per round as a free action you can remove one of the following conditions from yourself: blinded, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, shaken, sickened, stunned.
  • You gain a +9 competence bonus to attack and damage rolls, a +8 competence bonus to critical confirmation rolls, and the critical threat range of any weapon you wield increases by 2 (this stacks with any other effect that increases critical threat range).
  • You gain a +10 competence bonus on all skill checks, and can use all skills untrained.
Within 30' of Ror
  • You gain a +6 deflection bonus to your AC, and use of the Deflect Arrows feat.
  • You gain fast healing 5, and once per round as a free action you can remove one of the following conditions from yourself: dazed, dazzled, fatigued, shaken, sickened.
  • You increase or decrease by two size categories.  Your equipment changes size with you, as per the enlarge person or reduce person spell.
  • You gain a +2 competence bonus to your caster level for arcane and divine spells (and manifester level for psionic powers), and a +1 to save DCs for all your arcane and divine spells and psionic powers.  This ritual does not grant a caster or manifester level if you don't have one already.

Anything in black was technically active from when we awoke. Anything in gray is not active until Ror's initiative.