Buffs
1,451–1,500 of 1,852Page 30 of 38
| Buffs ↑ | Description |
|---|---|
| SE_TraderDelay | |
| Eating seasoned wings and thighs provides you with 1 temporary hit point per level for a day. | |
| Second Troll | |
| Second Wind | |
| This secret allows you to succeed in a task you would have otherwise failed. Whenever you or any other friendly creature within the area of effect fails a skill check during the… | |
| This secret allows you to steadily succeed at the tasks along your path. You and any other friendly creatures within the area of effect gain a +6 competence bonus on all ability… | |
| This secret allows you to avoid a disaster that would have otherwise occurred. Whenever you or any other friendly creature within the area of effect fails a saving throw during… | |
| This secret subdues all hostile creatures within range. Humanoid creatures whose number of Hit Dice is less or equal to half your caster level (maximum 10) lose their will to… | |
| This secret subdues all hostile creatures within range. Humanoid creatures whose number of Hit Dice is less or equal to half your caster level (maximum 10) lose their will to… | |
| This secret subdues all hostile creatures within range. Humanoid creatures whose number of Hit Dice is less or equal to half your caster level (maximum 10) lose their will to… | |
| A monk gains immunity to poisons of all kinds. | |
| A monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 +… | |
| A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage… | |
| At 3rd level, a monk gains a +10 enhancement bonus to his base speed, which increases by 10 feet every 3 levels thereafter. A monk in armor loses this extra speed. | |
| This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage… | |
| At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| This character now has serpent's fang. | |
| Injury; Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1 Constitution damage Cure: 1 save | |
| Injury; Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1d4 Strength damage Cure: 2 saves | |
| Injury; Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1d4 Wisdom damage Cure: 2 saves | |
| Injury; Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1d4 Intelligence damage Cure: 2 saves | |
| Injury; Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1d4 Constitution damage Cure: 2 saves | |
| Injury; Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1d2 Constitution damage Cure: 2 saves | |
| Injury; Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1d4 Charisma damage Cure: 2 saves | |
| Injury; Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1d2 Constitution damage Cure: 1 save | |
| Injury; Save: Fortitude Frequency: 1/round for 6 rounds Effect: 1d4 Dexterity damage Cure: 2 saves | |
| Nok-Nok sets several traps that will protect the camp from monsters, which will spring if an enemy attacks. | |
| This character is covered in acid and takes acid damage each round unless the acid is dispelled. Each round, this creature can make a Will save to disbelieve and take only 60%… | |
| Deals 4d6 points of fire damage per round for 1d4 rounds. Each round, the target can attempt a Will save to disbelieve and take only 60% damage. | |
| Deals 4d6 points of electricity damage per round for 1d4 rounds. Each round, the target can attempt a Will save to disbelieve and take only 60% damage. | |
| Deals 4d6 points of acid damage per round for 1d4 rounds. Each round, the target can attempt a Will save to disbelieve and take only 60% damage. | |
| Deals 4d6 points of cold damage per round for 1d4 rounds. Each round, the target can attempt a Will save to disbelieve and take only 60% damage. | |
| ShadyDealer_WaitAWeekBuff | |
| This creature is in shaitan form now. | |
| This creature is shaken. It takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. | |
| A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened. | |
| A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened. | |
| A shaken character suffers a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. | |
| Frequency: 1/day; Save Fortitude Effect: 1d8 Dex damage Cure: 2 consecutive saves |
