Difference between revisions of "Avaos"
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− | | A disembodied voice seems to speak through the anarch, "I know kung fu," and another disembodied voice, seemingly from the target, replies: "Show me." The anarch and the target both gain knowledge of all karateka techniques and each have 2d6 additional attacks of opportunity each round (each gain the same number of additional AoOs). This effect lasts for one minute. | + | | A disembodied voice seems to speak through the anarch, "I know kung fu," and another disembodied voice, seemingly from the target, replies: "Show me." The anarch and the target both gain knowledge of all [[D20_Mechanic:_Techniques|karateka techniques]] and each have 2d6 additional attacks of opportunity each round (each gain the same number of additional AoOs). This effect lasts for one minute. |
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Revision as of 07:24, 29 October 2010
This is a list of Avaos for the Trinity campaign setting.
Avaos
The following is an alphabetical list of Avaos.
BIG-LIPPED ALLIGATOR MOMENT
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Grade: Ana Gtr |
Active Use Time: 1 round |
Range: Close (25 feet + 5 feet/2 anarchist levels) |
Effect: One creature |
Duration: 1 round/2 anarchist levels (D) |
Chaos Opposition: No |
A scene that comes right outta nowhere, has little to no bearing whatsoever on the plot, is way over the top in terms of ridiculousness even in the context of the movie, and after it happens, no one ever speaks of it again. |
Active: You can summon a creature whose appearance is bizarre that is not native to the terrain you are currently in. You may select a single creature from any summon nature's ally list whose druid spell level is at most one-third your anarchist level (so if you are a 16th-level anarch, you can select a creature from up to summon nature's ally V) whose environment does not include the environment you are currently in. You ignore any restrictions on summoning creatures into environments in which they could not survive; any such creature gains the ability to survive in the new environment, though no new movement speeds (thus a creature with no land speed summoned onto land could not move from the square you summon it into). |
After the duration expires, the creature simply vanishes. |
Causal: This avao has no causal use. |
Precausal: This avao has no precausal use. |
Butterfly Effect Grade: Overwhelming Active Use Time: --- Range: Personal Effect: See text Duration: Instantaneous Saving Throw: See text Chaos Opposition: See text Active: This avao has no active use. Causal: When you would be able to expend Trigger Slots to use a causal use of an avao, you may instead use any other causal use of an avao. Precausal: This avao has no precausal use.
Chaos Grade: Overwhelming Active Use Time: 1 standard action Range: See text Effect: See text Duration: See text Saving Throw: See text Chaos Opposition: See text Active: When you use this avao, designate a target within Medium range (100 feet + 10 feet/level); you may choose to target yourself. Then roll 1d%, and consult the following table.
d% | Chaos Effect |
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01 | Anarch or target (50% chance of either) is affected by the noncausa avao for 2d6 rounds. |
02 | Slow target for 10 rounds (Will DC 15 negates). |
03 | The next skill check the anarch makes is made with a +20 bonus. |
04 | The next lie the anarch speaks becomes true (as though it were a wish). |
05 | Anarch and target switch physical locations (no save). |
06 | Faerie fire surrounds the target. |
07 | Anarch or target (50% chance of either) is affected by the weird avao for 24 hours. |
08 | Anarch gains the akashic's delve into blue ability, as an akashic of his anarch level, for 1d4 hours. |
09 | Target is teleported 1d100 miles in a random direction, leaving his footware behind, which begin smoking. |
10 | The next chaos trigger effect the anarch suffers from becomes permanent. |
11 | The anarch or target (50% chance of either) spontaneously evolves, gaining a mutation from the metamorph table at random. |
12 | The anarch and the target both spontaneously contract the slarecian language virus. |
13 - 14 | Deludes anarch for 1 round into believing the avao functions as indicated by a second die roll (no save). |
15 | All metal within 20 feet of the anarch becomes affected by heat metal. |
16 | Gust of wind, but at windstorm force (Fortitude DC 14 negates). |
17 | A disembodied voice seems to speak through the anarch, "I know kung fu," and another disembodied voice, seemingly from the target, replies: "Show me." The anarch and the target both gain knowledge of all karateka techniques and each have 2d6 additional attacks of opportunity each round (each gain the same number of additional AoOs). This effect lasts for one minute. |
18 | Any effect that attempts to determine any fact about the anarch returns only that the anarch "is over nine-thousand," and renders the effect unusable by its origin for 24 hours. If the effect is an item or device, the item is destroyed. |
19 | All water within 20 feet of the anarch becomes a palatable dry red wine. |
20 | The next spell cast within 100 feet of the target is countered, and an arcanomental of level equal to the anarch appears next to its caster. |
21 - 23 | Anarch learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save). |
24 | Target is affected by a reverse gravity effect for 2d4 rounds. |
25 | A wild Tyr'calas appears! |
26 | The anarch gains 1d6 temporary Luck Points that last for 1 hour. |
27 | Stinking cloud at 30-ft. range (Fortitude DC 15 negates). |
28 | A sphere of annihilation appears 1d10x10 feet in a random direction from the anarch for 1d4 rounds. |
29 - 30 | Target becomes a magnet (as per the device; consult SteamWorks) for 1d4 rounds. |
31 - 32 | Heavy rain falls for 1 round in 60-ft. radius centered on anarch. |
33 | The avao becomes the center of a roulette meme with a 60 foot radius. |
34 | Nothing happens. (Other results can still occur; this does not cancel other results of this avao.) |
35 | Summon an animal: a rhino (1 on d4), elephant (2 on d4), or mouse (3-4 on d4); 1d4x5 feet in random direction from target. |
36 | The nearest stained-glass window permanently animates into a glass golem. |
37 | The subject's race changes, as though he had just been reincarnated. |
38 - 39 | Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half), in target's direction. |
40 | Target is flung into the air 2d4x10 feet. |
41 | One of the target's items transforms into a random item of similar type. |
42 | The anarch knows the correct answer to the question next asked him, regardless of whether or not he could know the answer. |
43 | Anarch gains fast healing 5 for 2d4 rounds. |
44 | Anarch is afflicted by lunar eclipse (poison: 3d6 Con, 3d6 Con, Fort DC 32). |
45 | Anarch struck by a falling anvil, taking 3d6 points of damage. The anvil dematerializes after 1 hour. |
46 | Target is affected by baleful without soul (nihil). |
47 | Stream of 600 large butterflies pours forth from the anarch's mouth and flutters around for 2 rounds, blinding everyone (including the anarch) within 25 ft. (Reflex DC 14 negates). |
48 | The target is placed in suspended animation and sunk 200' into the ground below where he was standing. A medium-sized dungeon appears, with the target being the treasure at the end of the dungeon. Once the target is retrieved and brought out of the dungeon, the dungeon disappears. |
49 | Anarch or target (50% chance of either) casts no shadow until the next sunrise. |
50 - 51 | Enlarge person if within 60 ft. of the anarch (Fortitude DC 13 negates). |
52 | The target is affected as though by the double jikuu for 2d6 rounds. |
53 | An 80-ft.-diameter hemisphere, centered on the target, is bathed in full moonlight. |
54 - 56 | Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from the anarch. |
57 | For 2d4 rounds, all creatures within 20 feet of the anarch can hear his surface thoughts. |
58 | Target affected by a death ray (see Steamworks) that has been charged for 2d6 rounds. |
59 | Nearest structure house-sized or smaller constructed primarily of wood crumbles. |
60 - 61 | Grass grows in 160-sq.-ft. area before the anarch, or grass existing there grows to ten times normal size. |
62 | The target's square becomes the origin of a singularity grenade. |
63 - 64 | Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size. |
65 | The target can communicate telepathically and only telepathically for 1d6x10 minutes. |
66 | Reduce the anarch to 1/12 height (no save) for 2d6 rounds. |
67 | Shurikens rain from the sky in a 30-ft. radius centered on anarch for 2d6 rounds. Any creature in the area takes 3d6 damage each round from the shurikens, all of which are +2 (Chaos-aligned). The shurikens disappear after 1 hour. |
68 | Lightning strikes a single spot near the anarch (determine as though it were a grenade-like weapon) 2d10 times. If there is a creature standing there, it takes 3d6 damage for each lightning bolt. |
69 | Anarch gains the ability to replicate any seen effects, as though a mimic of his anarch level, for 2d6 rounds. |
70 - 71 | Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half). |
72 - 74 | All creatures within 20 feet time hop (as per the jikuu) for 1 round. |
75 | Nearest tree animates and becomes a treant for 2d4 hours. |
76 - 77 | Anarch affected by mirror image. |
78 | The target gains a random Force resistance (1d10, 10 indicates no resistance) equal to the anarch's anarchist level for 2d6 rounds. |
79 | The next Force effect used within 50 feet of the target automatically targets him, rather than its original target. If the effect does not target, he becomes the center of its area; if it has no area, the effect fails. |
80 - 81 | Invisibility covers the anarch for 2d6 minutes. |
82 | All metal within 20 feet of the anarch becomes affected by chill metal. |
83 - 84 | The target becomes invisible for 2d6 minutes. |
85 | Leaves grow from target if within 60 ft. of the anarch. These last 24 hours. |
86 | The target turns into a newt for 2d6 rounds, then gets better. |
87 | The target gains darkvision of 120 feet until the next midnight. |
88 | 10-40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream from the anarch's fingers. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets. |
89 | Target is affected by the phrase of perfection prayer. |
90 | Anarch and target affected by the chrono break jikuu. |
91 | A 200-ft.-long, 10-ft.-high, 5-ft.-thick wall of stone appears wherever the anarch wishes. |
92 | Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of the anarch. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates). |
93 | The effects caused by the last time the anarch used the chaos avao are undone. If this is the first time the anarch has used this avao, reroll. |
94 | The largest piece of metal on the target's person instantly rusts. |
95 | The target's square and surrounding squares become affected as though a fractal ice effect had been affecting those squares for 2d4 rounds. |
96 | Anarch (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save). |
97 | Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates). |
98 | Nothing happens. |
99 | Roll again twice. All effects happen simultaneously (yes, this result stacks). If "nothing happens," none of the effects occur. |
100 | The anarch's butterfly effect avao is triggered. |
Causal: This avao has no causal use. Precausal: This avao has no precausal use.
Chaostouch Grade: Greater Active Use Time: Standard action Range: Touch Effect: See text Target: One creature Duration: See text Saving Throw: See text Chaos Opposition: See text Active: You light a creature's mind aflame with chaos, filling their mind with random thoughts. If you successfully touch the creature, the creature must make a successful Will save or suffer 1d4 temporary Wisdom damage. This damage wears off after 1 round/anarch level. Causal: When a creature reads your mind, it must make a Will save or else be confused for 2d4 rounds. Precausal: You cause a creature within Medium range (100 feet + 10 feet/level) to be confused for 1d4 rounds. When you do so, the creature gains complete understanding of your mental state when you use this ability (emotional state, surface thoughts, and possibly one or two deep thoughts). The creature may make a Will save to avoid the confusion effect; if it makes the save, however, the creature still gains knowledge of your thoughts and emotions.
Chaos Nova Grade: Lesser Active Use Time: 1 standard action Range: Personal Area: 10-ft. radius burst, centered on you Duration: Instantaneous Saving Throw: Reflex half Chaos Opposition: Yes Active: You expel a blast of chaotic energy from yourself, dealing 1d6 points of chaotic damage to all creatures within ten feet. A successful Reflex save halves this damage. Causal: When you reach -10 hit points and die, you cause yourself to explode in a massive burst of chaotic energy, dealing 1d6/level points of chaotic damage to all creatures within 10 feet. A successful Reflex save halves this damage. Precausal: You explode in a massive burst of chaotic energy, dealing 1d6/level points of chaotic damage to all creatures within 10 feet; a successful Reflex save halves this damage. You take 6/level points of chaotic damage from the effect, and are not allowed a Reflex save.
Chaosflame Grade: Subtle Active Use Time: 1 standard action Range: Personal Effect: See text Duration: 1 round/level; see text Saving Throw: None Chaos Opposition: Yes Active: You infuse your hands with chaos, allowing you to form fiery balls of chaotic energy. You can throw these energy balls at creatures with a ranged touch attack. If they hit, the balls deal 1d6 points of damage, half of which is fire and half of which is chaotic; the ball deals an additional +1d6 points of damage for every four anarch levels you have (so 2d6 at 4th, 3d6 at 8th, 4d6 at 12th, 5d6 at 16th, and 6d6 at 20th). Forming an energy ball takes a move action. This ability lasts for 1 round/level. Causal: When you take fire damage, you may wreathe yourself in fiery chaotic energy. At the beginning of your turn, all creatures within 10 feet take 1d6 points of damage plus an additional 1d6 for every six anarch levels (so 2d6 at 6th, 3d6 at 12th, and 4d6 at 18th), half of which is fire damage and half of which is chaotic damage. A successful Reflex save halves the damage. In addition, at the beginning of each of your turns, you suffer 1d4 points of fire damage. Precausal: You wreath yourself in fire, as the causal application of this avao. When you do so, you take 2d6 points of fire damage.
Chaotic Energy Grade: Greater Active Use Time: Full-round action Range: Personal Effect: See text Target: You Duration: See text Saving Throw: See text Chaos Opposition: See text Active: For 1 round/2 anarch levels, all energy effects with you as their origin have half their energy damage changed to chaotic damage. Causal: When you are dealt energy damage, roll 1d12, and consult the following table. The energy effect instead deals energy damage of the new type. RESULT ENERGY TYPE 1 Acid 2 Cold 3 Electricity 4 Fire 5 Sonic 6 Magnetic 7 Arcane 8 Psychic 9 Holy 10 Shadow 11 Chaotic 12 Physical (that is, DR applies, but ER cannot) Precausal: This avao has no precausal use.
CRAZY RANDOM HAPPENSTANCE
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Grade: Ana Lsr |
Active Use Time: --- |
Range: Personal |
Effect: One item (see text) |
Duration: See text |
Chaos Opposition: No |
If only you had a wheelbarrow, that would be something. |
Active: This avao has no active use. |
Causal: Whenever another creature other than yourself mentions a need for an item, you may reach into a pocket or similar holding-space and produce said item. You must have a space where such an item could possibly fit (Force-based means of holding items, such as a bag of holding, count for purposes of this ability), and if you were to actually have the item, its weight must not increase your carried load. The item must be non-Force-aligned, can have a value of up to 10 gp/anarchist level, and is otherwise a standard item. |
The item continues to exist until you return it to whence it came. It counts as an actual item for purposes of encumbrance of other creatures; if you return it to where you took it from, it ceases to exist. |
So long as the item continues to exist, you cannot use this avao again. If the item is consumable (food, for instance), you cannot use this avao again until your trigger slots reset. |
Precausal: This avao has no precausal use. |
Deny Gravity Grade: Subtle Active Use Time: 1 move action Range: Personal Target: You Duration: 10 minutes/level Saving Throw: None Chaos Opposition: No Active: You use chaotic power to ignore the tug of gravity. For the duration, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round. Causal: When you fall, you may fall slower, as though using feather fall with a duration of "until landing." Precausal: You benefit from feather fall. However, while you do so, you are also affected by a reverse gravity effect. This effect lasts one round per level.
Entropic Reversal Grade: Greater Active Use Time: --- Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates Chaos Opposition: Yes Active: This avao has no active use. Causal: Whenever a creature is healed by a supernatural or Force-based effect, you may cause that effect to instead deal damage equal to the amount of healing that would have been granted. The target is allowed a Will save to ignore this effect and receive healing normally. Precausal: Whenever a creature is dealt damage, you may instead turn it into healing. The amount of healing is one-half the damage that would have been dealt. The creature dealing damage is allowed a Will save to ignore this effect and deal damage normally.
Entropic Shield Grade: Subtle Active Use Time: 1 full-round action Range: Personal Target: You Duration: 1 minute/level Saving Throw: None Chaos Opposition: No Active: You use chaos to blur your appearance, making you difficult to target with ranged weapons. Ranged attacks against you suffer a 20% miss chance, as though you had concealment. Causal: If you get hit by any attack, you may use chaos to completely distort how you appear to others, granting you a 20% miss chance against any attack rolls made against you. This effect lasts 1 round/level. Precausal: You may use chaos to completely distort your appearance, granting you a 20% miss chance against any attack rolls made against you; this effect lasts 1 round/level. The next attack that you would suffer automatically hits.
Escape Bonds Grade: Lesser Active Use Time: 1 standard action Range: Personal Target: You Duration: 1 day Saving Throw: None Chaos Opposition: No Active: You gain a +4 chaotic bonus on Escape Bond checks, grapple checks, and to your touch AC. Causal: When you are about to become immobilized, you may use the power of Chaos to free your body. This has several effects. This avao enables you or to move and attack normally for 1 round/level, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The avao also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The avao does not, however, allow water breathing. Precausal: This avao has no precausal use.
Free Mind Grade: Subtle Active Use Time: 1 standard action Range: Personal Target: You Duration: 1 day Saving Throw: None Chaos Opposition: No Active: You gain a +4 resistance bonus on Will saves against mind-influencing effects. Causal: When you are affected by a mind-influencing effect, you may gain immunity to mind-influencing effects for 1 round per level. Precausal: This avao has no precausal use.
Fumbling Strike Grade: Lesser Active Use Time: --- Range: Close (25 feet + 5 feet/2 levels) Target: One creature wielding a manufactured weapon Duration: Instantaneous Saving Throw: Will negates Chaos Opposition: Yes Active: This avao has no active use. Causal: When a creature fumbles, you may use your chaotic power to cause the thrown weapon to strike a nearby creature instead. Make a ranged attack roll as though you were using the weapon, against any creature within 30 feet of the creature that fumbled. If you hit the creature, you automatically score a critical hit on the creature. Precausal: When a creature criticals, you may use your chaotic power to cause the creature to lose its grasp on its weapon. Treat this as the creature fumbling. A successful Will save negates this effect.
Gamble with Life Grade: Subtle Active Use Time: --- Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fort negates Chaos Opposition: Yes Active: This avao has no active use. Causal: If a creature within Close range must attempt to stabilize, you can double their chances to do so (normally, a creature has a 10% chance to stabilize, so with this avao, you give them a 20% chance). However, if you do so, and the creature fails to stabilize, it loses twice as many hit points as it normally would for bleeding. A creature may attempt to make a Fortitude save against this effect, even though it is not conscious or aware. Precausal: This avao has no precausal use.
Gambling Strike Grade: Subtle Active Use Time: --- Range: Personal Target: You Duration: Instantaneous Saving Throw: None Chaos Opposition: Yes Active: This avao has no active use. Causal: When you make an attack roll against a creature, you may opt to roll d%. If the roll is 01-50, you fumble. If the roll is 51-100, you automatically threaten a critical. Precausal: This avao has no precausal use.
Ice Fractal Grade: Lesser Active Use Time: 1 full-round action Range: Medium (100 feet + 10 feet/level) Area: One 5-foot square; see text Duration: Concentration + 1 round/level Saving Throw: None Chaos Opposition: No Active: You imbue the ground with chaotic ice, causing it to freeze in a fractal pattern. Moving over a square covered in ice requires 2 squares of movement, and the DC of Balance and Tumble checks are increased by 5. A DC 10 Balance check is required to run or charge against ice. Each round, so long as you concentrate, the ice expands in a fractal pattern. Each square that shares a side with the affected square becomes covered in ice. Each round that you concentrate on this effect, it continues to expand. Once you cease concentrating, the fractal no longer expands. The ice lasts for 1 round/level after you cease concentrating, after which it vanishes. You can use this effect to allow creatures to move over water, by freezing the water in a fractal pattern. When a square of ice is first covered, the ice is 1 inch thick; every round you concentrate thereafter, it becomes one category thicker. CREATURE SIZE ICE THICKNESS Small Medium Large Huge 1" At risk Break Break Break 2" - 3" Safe At risk Break Break 4" - 6" Safe Safe At risk Break 7" - 23" Safe Safe Safe At risk 24"+ Safe Safe Safe Safe Safe: The ice will not break. At Risk: Creatures who run, charge, or jump on the ice have a 50% chance to break it. Break: The ice breaks. The ice collapses in a 5-foot radius around where the creature was on the ice. Causal: Whenever you take cold damage, all creatures that occupy a square that shares a side with the square you are in suffer half the cold damage you did. You can trigger the causal use of this avao multiple times for the same event. Each time you do, you can cause this effect to fractalize. Each creature that occupies a square that shares a side with a square occupied by a creature you caused to take cold damage from the initial effect, suffers a quarter of the cold damage you did. Precausal: You can cause all the creatures that occupy squares that share a side with your square to suffer 1d8/level (max 10d8) points of cold damage. You suffer double this damage.
Karma Grade: Greater Active Use Time: 1 minute Range: Personal Effect: See text Duration: 1 day (D) Chaos Opposition: Yes Active: You ignore the effects of fortune and karma. For the duration of this ability, whenever you would roll a d20 for any reason, you instead "take 10," even if you normally could not do so. You do not roll any dice. Instead, you take the average result of whatever dice you would have rolled, rounded down. Causal: Whenever you roll a natural 1, you gain a karma token. Before rolling a d20, you may spend a karma token and treat the roll as a 20. Karma tokens last for 1 minute. Precausal: Before you roll a d20, you may opt to treat the roll as a natural 1. If you do so, you gain a karma token. Before rolling a d20, you may spend a karma token and treat the roll as a 20. Karma tokens last for 1 minute. You cannot use this ability in a situation in which you could not "take 10" normally.
Know Chaos Grade: Subtle Active Use Time: 5 minutes Range: Touch Target: Touched item Duration: Instantaneous Saving Throw: None Chaos Opposition: No Active: You learn all the functions of a chaotic item. Causal: This avao has no causal use. Precausal: This avao has no precausal use.
Lend Luck Grade: Lesser Active Use Time: 1 standard action Range: Personal Effect: See text Duration: 1 round/level (D) Saving Throw: See text Chaos Opposition: No Active: You rely on the power of luck to see you through. You gain a +1 luck bonus to all saves, plus an additional +1 bonus for every four anarchist levels (so +2 at 4th, +3 at 8th, and so on). Causal: Whenever you fail a save, you may opt to grant any number of creatures within Medium range (100 feet + 10 feet/level) a bonus on saves against the exact same effect (ie, the same event) equal to +1 per four anarchist levels you have. Precausal: Before rolling, you may opt to fail a save to grant others a bonus to their saves against the same effect, as per the causal effect of this avao.
Luck Grade: Subtle Active Use Time: 1 full-round action Range: Personal Effect: A single reroll; see text Duration: 1 round/level or 1 minute/level; see text Saving Throw: None Chaos Opposition: Yes Active: You infuse yourself with a small bit of Chaos. For the duration (1 round/level), you have access to a limited reroll. You may choose, at any time, to reroll a roll you just made, before hearing the results. If you do, however, you must keep the second roll. Causal: When you fail a roll (you fail to hit, you fail a skill check, or similar) that you did not willingly fail, and you are currently in a situation in which you cannot normally take 10 on skill checks, you gain a reroll, which lasts for 1 minute/level. When you use the reroll, you may keep the better of the two results. Precausal: You may specifically fail a roll to gain a reroll, as per the causal version of this avao. You must choose to fail the roll before you actually roll; however, you must be in a situation in which you could not normally take 10 on skill checks, and failing the roll must have consequences.
Miss the Ground Grade: Greater Active Use Time: --- Range: Personal Target: You Duration: 1 minute/level (D) Chaos Opposition: No Active: This avao has no active use. Causal: Whenever you hit the ground as a result of falling more than 5 feet, you may gain a fly speed of 60 feet with average maneuverability for 1 minute per anarchist level. Precausal: This avao has no precausal use.
MY RULES
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Grade: Ana Ovr |
Active Use Time: 1 round (see text) |
Range: Long (400 feet + 40 ft/anarchist level) |
Effect: One rule (see text) |
Duration: 1d6+1 rounds |
Chaos Opposition: No |
You bend the very universe itself to your whims. This is your house, and everyone will play by your rules. |
Active: When you use this avao, select a single rule of the d20 System. A rule is defined loosely as a single sentence of game mechanics descriptions. A rule may have other rules dependent upon it. |
You may alter the selected rule in any way you see fit. If the rule has other rules dependent upon it, those rules are modified to better suit the modified rule; this can cascade to affect the entire game system. If your modification is expressly negated or disallowed by another rule, your modification fails. |
While you can use this avao to modify game elements of how this avao functions (durations, for instance), this avao always functions as per the base rules, regardless of any modifications you make. You cannot use this avao to modify this avao. |
If you have used this avao and the effect is still active, you cannot use it again. |
The modification you make affects everything from you out to the extreme edge of this avao's range. This effect moves with you. Anything that enters the area immediately begins following your modification, and anything that leaves it immediately begins following standard d20 rules. |
If you attempt to make too severe a modification, this avao can fail, without XP expenditure. Whether or not a modification is too severe is within the DM's purview. |
Active Use XP Cost: 500 XP. |
Causal: Whenever you make a statement about the world (such as, "this door is a way out"), you may make that statement true. The world is immediately modified to make a single statement you have made true. Simpler statements are easier to implement, while more complex ones may have unintended repercussions; a statement can be so complex as to fail, at the DM's purview. |
If you use the causal use of this avao to modify a creature or an attended object, the target is allowed a Will save and enjoys the benefit of any Chaos Opposition against the effect. |
This effect is a permanent modification of the world, and cannot be undone except through another use of my rules or an equivalent Force ability (such as wish). |
Alternatively, you can use the causal use of this avao to produce one of the following effects: |
# Duplicate the effect of any active, causal, or precausal use of any avao of Greater grade or lower. |
# Create a nonmagical item of up to 25,000 gp in value. |
# Create a Chaos-aligned item, or add to the powers of an existing Chaos-aligned item. |
# Grant a creature a +1 inherent bonus to an ability score. You can use this ability up to five times in succession, granting up to a maximum of a +5 bonus. |
Causal Use XP Cost: 5000 XP. |
Precausal: This avao has no precausal use. |
My Time Grade: Greater Active Use Time: 1 move action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Chaos Opposition: Yes Active: You interrupt your timeline with Chaos. You no longer have a place in the initiative order. Instead, you may, at any point in a round, declare that you are acting. You are still restricted to your normal allotment of actions each round. If you do not do so, then you have effectively lost your action for that round. At the end of the duration, you reroll your initative, and go at that count on the next round. Causal: Whenever your initiative would change because of an outside effect, you may immediately take a move action. Precausal: As an immediate action, you can take a move action. If you do so, your initiative is rerolled, without any modifiers.
Out of Sight Grade: Greater Active Use Time: 1 full-round action Range: Personal Effect: See text Duration: 1 round/level (D) Saving Throw: No Chaos Opposition: No Active: You can use chaos to make yourself invisible, using the power of entropy to scramble the light you reflect. You can move up to your base movement speed while remaining invisible. If you move faster than that, the invisibility falters. If you move between your movement speed and double your movement speed in one round, the invisibility flickers, allowing other creatures to target you (without having to guess what square you are in); this flickering lasts until your next turn. You still have all the other benefits of invisibility. If you move between double your movement speed and triple your movement speed in one round, the invisibility falters, showing a faint outline of your appearance. You lose the benefits of invisibility and instead gain 35% concealment until your next turn. If you move more than triple your movement speed in one run, you lose the benefits of invisibility until your next turn. If you take any kind of standard action, the invisibility flickers, as though you had moved between double and triple your movement speed. You lose the benefits of invisibility and instead gain 35% concealmeant until your next turn. If you take an offensive action, the invisibility granted by this effect ends. Causal: Whenever you are affected by a [teleportation] effect, you may opt to make a Will save against it (if you are normally allowed to make a Will save, you must make another to use this use of this avao). If you succeed, you insead go invisible for 1 round/level. This invisibility is not subject to the same limitations as those above; it functions, for all intents and purposes, as the spell invisibility. Precausal: This avao has no precausal use.
Random Spark Grade: Subtle Active Use Time: 1 round Range: Personal Target: You Duration: 1 hour/level (D) Saving Throw: None Chaos Opposition: Yes Active: Roll on the following table. Whenever you come into contact with a Force effect, you react as though you were a user of the determined Force. d10 Force 1 Magic 2 Psionics 3 Technology 4 Blue 5 Chaos 6 Time 7 Divine 8 Nature 9 Void 10 None Causal: This avao has no causal use. Precausal: This avao has no precausal use.
Reciprocity Grade: Subtle Active Use Time: 1 standard action Range: Personal Targets: You Duration: 1 round/level Saving Throw: None Chaos Opposition: Yes Active: You twist cause and effect, such that whenever a creature would strike you, they are also striking a small part of themselves. Of any damage dealt to you, the creature that caused that damage suffers one-quarter of the damage. Causal: Whenevever you take damage, you may have the creature that dealt the damage suffer one-half of the damage. Precausal: Choose a creature adjacent to you. You may deal up to 2 points of damage to them per level. If you do, the next physical attack against you automatically hits; in addition, the next time you take damage, you take double the damage you dealt with this avao.
Ripple Effect Grade: Overwhelming Active Use Time: --- Range: Personal Effect: See text Duration: Instantaneous Saving Throw: See text Chaos Opposition: See text Active: This avao has no active use. Causal: If you triggered the causal use of an avao last round, you may trigger two causal uses of avaos this round at the same initiative count as the previous avao. Precausal: This avao has no precausal use.
Shoutout Grade: Subtle Active Use Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D) Saving Throw: None Chaos Opposition: Yes Active: You ignore the restriction on speaking in combat for the duration. That is, you can talk whenever you could use an immediate action. Causal: If you are the target of an effect that would silence you, enter an area of silence, or are otherwise muted, you gain a sonic breath weapon. This breath weapon requires a standard action to use, and affects a 20-foot area; it deals 1d6/level (max 5d6) points of sonic damage, and allows a Fortitude save for half damage. You retain this ability for the duration of the effect that silenced or muted you. Precausal: This avao has no precausal use.
Spatial Jump Grade: Greater Active Use Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Effect: See text Duration: Instantaneous Saving Throw: See text Chaos Opposition: See text Active: You use the power of chaos and spatial entropy to fling yourself through space, leaving your destination to luck. First, roll 1d6. 1-2 indicates down, 3-4 indicates planar (you go neither up nor down), and 5-6 indicates up. Then roll 1d10. This indicates the direction you go. If you are moving up or down and roll a 10 or higher, you do not teleport. If you are moving neither up nor down, a result of 9 or higher indicates that you do not teleport. Then, roll 2d6 and multiply the results. That is how many squares you move; if not using squares, multiply the final result by 5 to determine how many feet you move. If you would wind up in a solid object, the teleport fails. If you have used this avao in the last 10 minutes, you add +2 to the 1d10 to determine direction for each time you have used it in the past 10 minutes. If the result is not high enough to cause the teleport to fail, then use the original result of the die to determine direction. Causal: When you see a [teleportation] effect within the range of this avao, you may add or subtract your anarchist level from the roll to determine the failure of the effect; if the effect has no chance to fail, you may give it a chance to fail equal to your anarchist level. The origin of the effect may make a Will save to ignore this avao; CO applies to this application of this avao. Precausal: This avao has no precausal use.
Surprise Grade: Lesser Active Use Time: 1 full-round action Range: Personal Effect: See text Duration: 1 round/level Saving Throw: See text Chaos Opposition: No Active: You use chaos to surprise and confuse your foes, allowing you to make more calculated strikes. You gain the ability to deal sneak attack damage. The amount of sneak attack damage you can deal is 1d6/four anarchist levels. Causal: Whenever you are flanked, you may gain improved uncanny dodge, with your anarchist level counting as rogue levels for purposes of determining how high level a rogue must be in order to flank you. You gain this ability for 1 round/level. Precausal: This avao has no precausal use.
THIS IS BAT COUNTRY
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Grade: Ana Lsr [Mind-Affecting] |
Active Use Time: 1 standard action |
Range: Close (25 feet + 5 feet/2 anarchist levels) |
Target: One creature |
Duration: 1d6+1 rounds |
Saving Throw: Will negates |
Chaos Opposition: Yes |
What? No. We can't stop here. This is bat country. |
Active: You frighten a creature by altering its mental state. The creature must make a Will save or else become panicked. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round instead. |
Causal: When you interact with an illusion effect that you know to be an illusion, you may interact with it as though it were a real object. You treat the illusion as though it were real, for all intents and purposes - if it can be lifted, you can use it as an improvised weapon. Creatures you affect with an illusionary item are affected as though it were real, but thereafter it is again completely illusionary until you use the causal effect of this avao on the item again. |
Precausal: This avao has no precausal use. |
Thunderstrike Grade: Lesser Active Use Time: --- Range: Long (400 feet + 40 feet/level) Effect: See text Duration: Instantaneous Saving Throw: See text Chaos Opposition: Yes Active: This avao has no active use. Causal: Whenever an [electricity] effect occurs within the range of this avao, you may replicate the effect. It has the same origin, same caster level, and behaves exactly the same as the original effect. However, Chaos Opposition applies to the secondary effect (that is, CO can be used to avoid the effect, regardless of whether or not the original effect allows for Force Resistance). Precausal: This avao has no precausal use.
UNCOMFORTABLY ENERGETIC
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Grade: Ana Lsr |
Active Use Time: 1 standard action |
Range: Personal |
Target: You |
Duration: 1 round/3 anarchist levels |
Chaos Opposition: No |
What if everything you ever wanted came... in a ROCKET CAN! |
Active: You are filled with an uncomfortable level of energy. For the duration of this effect, you are affected as per haste and also gain a +2 haste bonus to initiative, but suffer a -4 penalty to the following: any Dexterity-based checks; checks that require finesse, subtlety, or concentration; and any checks made for social interaction. After the duration ends, you are fatigued for 3 rounds for each round you enjoyed the benefits of haste. |
If you are fatigued, you cannot use the active use of this avao. |
Causal: When a creature within Close range (25 feet + 5 feet/2 anarchist levels) of you gains the haste status, you may inflict upon them an uncomfortable level of energy. They suffer the penalties outlined as per the active use of this avao, but may make a Fortitude save to ignore it (CO applies). After the haste effect ends, the creature is fatigued for each round he enjoyed haste. |
Precausal: You fill a creature within Close range with uncomfortable energy, causing them to gain the haste status and the additional penalties and benefits outlined above. The creature may make a Fortitude save to ignore the effect (CO applies). After the haste status ends, the creature is fatigued for each round he enjoyed haste. |
Unexpected Angle Grade: Lesser Active Use Time: 1 standard action Range: Personal Targets: You Duration: 1 round/level Saving Throw: None Chaos Opposition: No Active: Your movement is imbued with the erratic nature of chaos, granting you several benefits. When you move, you count each square of movement as 1 squared moved. That is, you ignore the "1-2-1" method of counting diagonal squares. When you move, you can freely move along vertical surfaces and ceilings. However, you must end your movement on a primarily horizontal surface that will hold your weight. You can cross surfaces that would normally require a balance check as though you had taken 20 on your balance check to do so. Causal: Whenever a creature charges you, you may immediately take a 5-foot step, even if you have done so already this turn, or even if you have already moved this turn. Precausal: This avao has no precausal use.
Unpredictable Moves Grade: Subtle Active Use Time: 1 standard action Range: Personal Targets: You Duration: 1 round/level Saving Throw: None Chaos Opposition: No Active: Your movements become partially imbued with Chaos, allowing you to become blurry and massively unpredictable. You gain a +2 dodge bonus to AC and Reflex saves for the duration. Causal: Whenevever you are subject to an effect that targets an area, you may gain the Evasion ability for 1 round/level. Precausal: You may gain Evasion for 1 round/level. If you do, the next effect that targets an area also affects you, even if you are not in the area (a fireball blasts a flaming rock your way, or a haphazard spark from a lightning bolt zaps you, etc).
Wild Surge Grade: Subtle Active Use Time: --- Range: Close (25 feet + 5 feet/2 levels) Target: A single Force effect Duration: Instantaneous Saving Throw: Will negates Chaos Opposition: Yes Active: This avao has no active use. Causal: If the origin of a Force effect is within Close range, you may attempt to alter its "caster" level. The effect is allowed a Will save, as though its origin were making a Will save (if the effect's origin does not have a Will save, the effect has a bonus equal to its effective "spell" level). If the effect fails, then you randomly adjust the effect's "caster" level. Level Modifier 1-3 1 4-6 1d4 7-9 1d6 10-12 1d8 13-15 1d10 16-18 2d6 19-20 2d8 Once you have the modifier, roll 1d6. If the result is 1-3, subtract the modifier from the effect's caster level. If the result is 4-6, add the modifier to the effect's caster level. If the effect's caster level would be reduced to 0 or less, the effect is treated as though it was countered. Precausal: This avao has no precausal use.