With control over magnetic fields, you target an opponents weapon and make it vibrate erratically in their hands, making it more difficult to use. The opponent takes a -2 penalty on attack rolls. If the opponent scores a critical threat with the afflicted weapon, he must confirm the critical twice, failing either roll will result in the critical threat not being confirmed. If the oppoent is under an effect which allows them to automatically confirm critical threats, then they instead must confirm the threat once (as normal) to successfully make a critical hit. On a natural 1, instead of a fumble simply missing the weapon jerks towards its user, inflicting half the normal damage of the attack.
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rdfs:label
| - Magnetic Oscillation (3.5e Power)
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rdfs:comment
| - With control over magnetic fields, you target an opponents weapon and make it vibrate erratically in their hands, making it more difficult to use. The opponent takes a -2 penalty on attack rolls. If the opponent scores a critical threat with the afflicted weapon, he must confirm the critical twice, failing either roll will result in the critical threat not being confirmed. If the oppoent is under an effect which allows them to automatically confirm critical threats, then they instead must confirm the threat once (as normal) to successfully make a critical hit. On a natural 1, instead of a fumble simply missing the weapon jerks towards its user, inflicting half the normal damage of the attack.
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Summary
| - It's difficult to hit opponents when your metal weapons keep shaking.
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dcterms:subject
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disp
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LVL
| - Psion/Wilder 1, Psychic Warrior 1
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dur
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dbkwik:dungeons/pr...iPageUsesTemplate
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Range
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date created
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Status
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Name
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save
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disc
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pr
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Time
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tsea
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Subj
| - One creature's metal weapon
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abstract
| - With control over magnetic fields, you target an opponents weapon and make it vibrate erratically in their hands, making it more difficult to use. The opponent takes a -2 penalty on attack rolls. If the opponent scores a critical threat with the afflicted weapon, he must confirm the critical twice, failing either roll will result in the critical threat not being confirmed. If the oppoent is under an effect which allows them to automatically confirm critical threats, then they instead must confirm the threat once (as normal) to successfully make a critical hit. On a natural 1, instead of a fumble simply missing the weapon jerks towards its user, inflicting half the normal damage of the attack. This power only functions on metallic weapons or attacks from metallic creatures (such as an iron golem or a warforged's natural weapons). Augment: For every additional 3 PP you spend, the penalty on attack rolls increases by 1. For every additional 2 PP you spend you may target another creature with his power, so long as they are all within 30 feet of each other. For every 2 PP you spend augmenting, this power’s save DC increases by 1. Back to Main Page → 3.5e Homebrew → Class Ability Components → Powers → Psion/Wilder Back to Main Page → 3.5e Homebrew → Class Ability Components → Powers → Psychic Warrior
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