Drinking & Dragons

A:PC/Diantha val'Emman/Powers

From Drinking and Dragons

Manifesting

  • Manifester Level: 2
  • Ranges: Close 25 Medium 110 Long 440
  • Power Points: 21

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).

2nd

  • Energy Push: Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one

size category larger than you fails a Strength check (DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement caused by energy push does not provoke attacks of opportunity.

Cold: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). The saving throw to reduce damage from a cold push is a Fortitude save instead of a Refl ex save.
Electricity: Manifesting a blast 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 blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points).
Sonic: A blast of this energy type deals –1 point of damage per die (damage from impact remains at 2d6 points) and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest.

Medium (100ft +10ft/level), PR, Reflex or Fort save (DC15) for half, p102 EPH
Augment: For every 2 additional power points you spend, this power’s damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.

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 (DC14) 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.

2nd

  • Mental Disruption: You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round.

10ft, PR, Will (DC15) negates, p115 EPH
Augment: You can augment this power in one or both of the following ways.

1. For every 2 additional power points you spend, this power’s save DC increases by 1.
2. For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.