Drinking & Dragons

Difference between revisions of "A:PC/Diantha val'Emman/Powers"

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(Created page with '==Manifesting== *'''Manifester Level:''' 1 *'''Ranges:''' Close 25 Medium 110 Long 440 *'''Power Points:''' 5 ==Energy== ===1st=== *'''Energy Ray:'''Upon manifesting this power,...')
 
>Cjposing
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==Manifesting==
==Manifesting==
*'''Manifester Level:''' 1
*'''Manifester Level:''' 2
*'''Ranges:''' Close 25 Medium 110 Long 440
*'''Ranges:''' Close 25 Medium 110 Long 440
*'''Power Points:''' 5
*'''Power Points:''' 15


==Energy==
==Energy==
Line 19: Line 19:
Touch, PR, Will (DC14) half, p104 CPs<br>
Touch, PR, Will (DC14) half, p104 CPs<br>
''Augment:'' For every additional power point you spend, this power heals 2 more damage or deals 2 more damage to undead.
''Augment:'' For every additional power point you spend, this power heals 2 more damage or deals 2 more damage to undead.
==Mental==
===1st===
*'''Mind Thrust:''' You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.
Close, PR, Will () negates, p120 EPH<br>
''Augment:'' For ever additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power's save DC increase by 1.

Revision as of 22:19, 20 June 2009

Manifesting

  • Manifester Level: 2
  • Ranges: Close 25 Medium 110 Long 440
  • Power Points: 15

Energy

1st

  • Energy Ray:Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
Cold: +1 point of damage per dice
Electricity: +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance
Fire: +1 point of damage per dice
Sonic: -1 damage per dice and ignores object's hardness

Close, PR, p103 EPH
Augment: For every additional power point you spend, this power’s damage increases by one die (d6).

Life

1st

  • Touch of Health: With a touch, you heal 2 damage to a living target or deal 2 damage to an undead.

Touch, PR, Will (DC14) half, p104 CPs
Augment: For every additional power point you spend, this power heals 2 more damage or deals 2 more damage to undead.

Mental

1st

  • Mind Thrust: You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.

Close, PR, Will () negates, p120 EPH
Augment: For ever additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power's save DC increase by 1.