D20:Energy Current Power
Psychokinesis [ | |
Level: | Kineticist 5 |
---|---|
Display: | Visual; see text |
Range: | Close (25 ft. + 5 ft./2 levels)Template:vardefine: targetsTemplate:vardefine: targetTemplate:vardefine: effectTemplate:vardefine: areaTemplate:ifexpr: -- template var: target |
Duration: | Concentration, up to 1 round/level |
Saving Throw: | Reflex half or Fortitude half; see text |
Power Resistance: | Yes |
Power Points: | 9 |
Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the effect with a special ability or power), the energy current ?s arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round.
Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power.
Cold: A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold current is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a current of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A current of this energy type deals +1 point of damage per die.
Sonic: A current of this energy type deals ?1 point of damage per die and ignores an object?s hardness.
This power?s subtype is the same as the type of energy you manifest.
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, this power?s damage increases by one die (d6). For each extra two dice of damage, this power?s save DC increases by 1.
2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power.
Back to System Reference Document → Powers.
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Cold Effect | D20 | Electricity Effect | Fire Effect | Kineticist | Power | Psion | Psionic | Psychokinesis | Sonic Effect | SRD
Created by Last edited by , 10-23-2011 at 11:55 AM 0 Comments, 6,461 Views |
, 04-04-2007 at 03:01 PM
Tags for this Page
Similar Pages
-
Energy Cone (Power)
By Arjan in forum D20 system reference documentComments: 0Last Post: 04-04-2007, 03:00 PM -
Energy Burst (Power)
By Arjan in forum D20 system reference documentComments: 0Last Post: 04-04-2007, 02:59 PM -
Energy Bolt (Power)
By Arjan in forum D20 system reference documentComments: 0Last Post: 04-04-2007, 02:59 PM -
Energy Ball (Power)
By Arjan in forum D20 system reference documentComments: 0Last Post: 04-04-2007, 02:59 PM -
Energy Adaptation (Power)
By Arjan in forum D20 system reference documentComments: 0Last Post: 04-04-2007, 02:58 PM
Bookmarks