JNAProductions
2015-04-30, 07:09 PM
Tau
For The Greater Good!-Once per turn, a Tau may shield an ally as a reaction. To do this, the Tau must be within 5' of an ally when the ally is affected by an attack that requires an attack roll or saving throw. The Tau grants the ally advantage on a saving throw or the attacker's roll disadvantage. On a successful save or unsuccessful attack roll, the ally takes no damage and suffers no effects regardless of what would normally occur. The Tau is then affected as if they had been the original target, with an additional attack roll/saving throw as normal.
This can be done Dexterity modifier times per long rest.
Note: In the case where a Tau is already affected (For instance, a Fireball that includes both the Tau and ally) that Tau can still use For The Greater Good!, but is affected twice.
Each Tau is part of one caste:
Water
+2 Charisma, +1 Wisdom
Diplomat Extraordinaire-Gain Expertise in Persuasion
Fire
+2 Dexterity, +2 Constitution
Never Leave A Squadmate Down-Gain Proficiency in Medicine
Air
+2 Dexterity, +1 Intelligence
Zephyr's Grace-Gain Proficiency in Acrobatics
Hollow Boned-Halve all falling damage
Earth
+2 Constitution, +1 Strength
Bull's Endurance-Gain Advantage on all saves against Exhaustion
Ethereal-NOT A RACE FOR PLAYERS
-2 Strength, -2 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma
Voice Of Power-Gain Advanatage and Expertise on all Charisma checks
For The Greater Good!-Once per turn, a Tau may shield an ally as a reaction. To do this, the Tau must be within 5' of an ally when the ally is affected by an attack that requires an attack roll or saving throw. The Tau grants the ally advantage on a saving throw or the attacker's roll disadvantage. On a successful save or unsuccessful attack roll, the ally takes no damage and suffers no effects regardless of what would normally occur. The Tau is then affected as if they had been the original target, with an additional attack roll/saving throw as normal.
This can be done Dexterity modifier times per long rest.
Note: In the case where a Tau is already affected (For instance, a Fireball that includes both the Tau and ally) that Tau can still use For The Greater Good!, but is affected twice.
Each Tau is part of one caste:
Water
+2 Charisma, +1 Wisdom
Diplomat Extraordinaire-Gain Expertise in Persuasion
Fire
+2 Dexterity, +2 Constitution
Never Leave A Squadmate Down-Gain Proficiency in Medicine
Air
+2 Dexterity, +1 Intelligence
Zephyr's Grace-Gain Proficiency in Acrobatics
Hollow Boned-Halve all falling damage
Earth
+2 Constitution, +1 Strength
Bull's Endurance-Gain Advantage on all saves against Exhaustion
Ethereal-NOT A RACE FOR PLAYERS
-2 Strength, -2 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma
Voice Of Power-Gain Advanatage and Expertise on all Charisma checks