Difference between revisions of "Control Metal (3.5e Power)"

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|name=Control Metal
 
|name=Control Metal
 
|disc=Psychokinesis
 
|disc=Psychokinesis
|desc=Cold, Electricity, Fire, (see text)
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|desc=
|lvl=Kineticist 1
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|lvl=Kineticist 2
 
|disp=Auditory, Material
 
|disp=Auditory, Material
 
|time=1 standard action
 
|time=1 standard action
 
|range=Close
 
|range=Close
|dur=1 round/level (see text)
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|dur=Concentration, up to 1 round/level
 
|tsea=t
 
|tsea=t
|subj=One equipped metal armor or weapon or one metal creature or 25 lb. of metal/level
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|subj=One or more metal objects or creatures with a total weight of 250 lb. or less
|save=None
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|save=Will Negate
 
|pr=No
 
|pr=No
|pp=1
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|pp=3
|summary=You gain some control over metal, allowing you to chill, heat, electrify or move it.
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|summary=Use the electromagnetic force to move, break or attack with metallic objects.
 
}}
 
}}
Upon manifesting this power you replicate the effect of [[SRD:Chill Metal|''chill metal'']] or [[SRD:Heat Metal|''heat metal'']] on the power's target. Unlike the spell version this grant no saving throw or power resistance and last for 1 round/level with a minimum of 7 rounds.
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This power allow you to move metal objects using electromagnetic force, allowing you to move metal objects. This power may also move object with high concentration of metal, such ore rich stone or a creature wearing metal armor, but their weight count as double against the power limits. During the concentration you may use a swift action to switch to another valid target, or no target at all, without breaking concentration with the spell.
  
'''[[SRD:Augment|Augment]]:''' You can augment this power in one or more of the following ways. For each 2 power points , this power’s save [[SRD:DC|DC]] increases by 1.
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If the metal object you attempt to move is attended the creature is allowed a DC 20 [[Strength]] check to keep the object. Even on a success the weapon fidget madly, forcing a -2 penalty to attack and damage with it. If the creature roll a natural 1 while you concentrate on it weapon, it must make another [[Strength]] check to keep it, as it grip weaken.
  
1. For every 2 additional [[SRD:Power Points|power points]] you spend, you can affect an additional target within the spell range as long as it not any farther than 30 feet of another target.
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You may attack with a weapon or object you hold in your electromagnetic hold as a swift action, you may attack anywhere within close range and may use your manifesting ability score rather than [[Strength]] to attack. You do not take any penalty if you are not proficient with the weapon or if the weapon is improvised, but still take penalties for oversized weapon. This does not grant you access to [[Weapon Arts (3.5e Other)|Weapon Arts]]. If the weapon is only partially made of metal you take a -4 penalty on attack rolls with it.
  
2. For 2 additional [[SRD:Power Points|power points]] you spend, you can replicate the effects of [[Ohm's Electrified Equipment (3.5e Spell)|''ohm's electrified equipment'']] instead of the power normal effect. This ability change the target of the power (refer to the linked spell).
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If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a [[Strength]] check, except that you apply your key ability modifier to the check instead of your Strength modifier.
  
3. For 4 additional [[SRD:Power Points|power points]] you spend, you can replicate the effects of [[SRD:Telekinesis|''telekinesis'']] except using the target of this power (One equipped metal armor or weapon or one metal creature or 25 lb. of metal/level) instead of the normal power effect. For an additional 6 [[SRD:Power Points|power points]] this ability replicate [[Improved Telekinesis (3.5e Spell)|''improved telekinesis'']] instead. This augment change the range and duration of the power (refer to the linked spell).
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'''[[SRD:Augment|Augment]]:''' For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds and the [[Strength]] check to keep an item attended increase by 1.
 
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</onlyinclude>
For every two additional power points you spend on any augmentation, the DC rises by +1.</onlyinclude>
 
  
  

Revision as of 21:32, 24 February 2017

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Author: Leziad (talk)
Date Created: 13th October 2014
Status: Finished
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Control Metal
Psychokinesis
Level: Kineticist 2
Display: Auditory, Material
Manifesting Time: 1 standard action
Range: Close
Target: One or more metal objects or creatures with a total weight of 250 lb. or less
Duration: Concentration, up to 1 round/level
Saving Throw: Will Negate
Power Resistance: No
Power Points: 3

This power allow you to move metal objects using electromagnetic force, allowing you to move metal objects. This power may also move object with high concentration of metal, such ore rich stone or a creature wearing metal armor, but their weight count as double against the power limits. During the concentration you may use a swift action to switch to another valid target, or no target at all, without breaking concentration with the spell.

If the metal object you attempt to move is attended the creature is allowed a DC 20 Strength check to keep the object. Even on a success the weapon fidget madly, forcing a -2 penalty to attack and damage with it. If the creature roll a natural 1 while you concentrate on it weapon, it must make another Strength check to keep it, as it grip weaken.

You may attack with a weapon or object you hold in your electromagnetic hold as a swift action, you may attack anywhere within close range and may use your manifesting ability score rather than Strength to attack. You do not take any penalty if you are not proficient with the weapon or if the weapon is improvised, but still take penalties for oversized weapon. This does not grant you access to Weapon Arts. If the weapon is only partially made of metal you take a -4 penalty on attack rolls with it.

If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier.

Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds and the Strength check to keep an item attended increase by 1.



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Leziad's Homebrew (4520 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
DisciplinePsychokinesis +
Identifier3.5e Power +
LevelKineticist 2 +
RatingUndiscussed +
SummaryUse the electromagnetic force to move, break or attack with metallic objects. +
TitleControl Metal +