Energize Item
You
possess the ability to energize an object for an explosive effect. When you
energize an object, it will explode in 1 round per 2 power points invested in
the power, for a timed effect, or whenever the object is struck or strikes
another object, whichever is soonest.
Duration: Special
Activation Time: Special
Range:
Touch
Exclusivity: Exclusive
The character can affect items of one size category per power point invested in
this power.
The activation time is based on the size of the object: one action per 2 size
categories.
|
Energy Explosion: |
The object explodes doing 1d6 per 2 power points energy damage to everything within a 10 foot radius per size category of the object above tiny. |
|
Physical Explosion: |
The object explodes, doing 1d6 per 2 power points physical damage to everything within a 10 foot radius per size category of the object above tiny. |
|
General Stunt: |
Increase damage to the next higher die. d6 becomes d8, d8 becomes d10, d10 goes to the maximum of d12. |
Martial Superiority
You
possess superior attack abilities.
Duration: Permanent
Activation Time: Free
Range: Personal
Exclusivity: General
|
Ranged Superiority: |
For every 2 power points invested in this power, you gain a +1 competence bonus to your ranged attacks. |
|
Melee Superiority: |
For every 2 power points invested in this power, you gain a +1 competence bonus to your melee attacks. |
|
General Stunts: |
Ranged attacks increase to the next multiple
for crit damage (from x2 to x3, from x3 to x4, and so forth). |
Toxic
Biology
You possess the ability to emit a poisonous substance from your person.
Duration: Instantaneous
Activation Time: Free
Range: Variable
Exclusivity: Exclusive
| Toxic
Touch:
|
Your
touch causes 1d4 damage per 4 power points to the ability you choose when
taking this power. |
| Toxic
Spit: |
You
expel a poisonous substance from your mouth causing 1d4 damage to the
ability you choose when taking this power. Range is 10 feet + 5 feet per 4
power points spent on this power. This attack provokes an attack of
opportunity. |
| General
Stunt: |
Increase
damage to the next higher die. d4 becomes d6, d6 becomes d8, d8 becomes
d10, d10 goes to the maximum of d12... |
Power Feats
Explosive Blast
You
possess the ability to cause an explosive effect at a distance. When you
designate an area, you roll to attack the area (effective Def 10), or to center
the effect on a person or object, you roll a ranged touch attack.
Prerequisite: 4 power points in a blast power.
Effect: When you designate an area or creature, you make an attack roll
(ranged touch attack) and your blast fires toward the target. If your attack
roll misses, then the blast goes until it strikes something, or reaches the end
of its range, at which point it explodes, causing damage (and knockback) to
creatures or objects within the blast radius.
Alternative:
If you use the natural 1 roll is an automatic fail rule, this can cause the
character to be stunned for 1 round per 2 power points invested in the power
(treat it as the explosion happening centered on the character, and the
character has no immunity at that point). The character can make a Fort save (DC
20) to halve the stun duration.
|
Energy Explosion: |
The spot explodes doing 1d6 per 2 power points energy damage to everything within a 10 foot radius per 4 power points invested in this power. |
|
Physical Explosion: |
The spot explodes, doing 1d6 per 2 power points physical damage to everything within a 10 foot radius per 4 power points invested in this power. |
|
Psychic |
The spot explodes, doing 1d6 per 2 power points psychic damage to everything within a 10 foot radius per 4 power points invested in this power. |
|
General Stunt: |
Increase damage to the next higher die. d6 becomes d8, d8 becomes d10, d10 goes to the maximum of d12. |
Energy Fists
Your
fists (or feet… you pick) can cause energy damage to your melee opponents.
Prerequisite:
4 power points in an energy power.
Effect: Your unarmed melee attacks cause damage based on your energy
power. You do an additional die of melee damage per 4 power points invested in
your energy power. All damage dice past the initial die is energy damage.
Energy Sheath
You are surrounded by your energy power, adding to your defense.
Prerequisite:
4 power points in an energy aura.
Effect:
You have a sheath of energy surrounding you. This gives you a +1 bonus per 2
power points invested in your aura power to your Defense.
Melee Barrage
Your unarmed attacks fly with blazing speed.
Prerequisite:
BAB +4, Martial Superiority, Dexterity 14+
Effect:
You gain one more melee attack at your highest attack bonus per 4 power points
invested in Martial Superiority.