Ectoplasmic Catapult (3.5e Power)

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Author: Eiji-kun (talk)
Date Created: 4-9-11
Status: Complete
Editing: Clarity edits only please
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Ectoplasmic Catapult
Metacreativity (Creation)
Level: Psionic/Wilder 3
Display: Material
Manifesting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One Catapult
Duration: 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 5


When you manifest this power you create a catapult which automatically fires and reloads itself at your mental beck and call. A catapult takes up the space of a Huge creature (15 ft) and fires great spheres of solidified ectoplasm as opponents far away. You can also load the catapult with normal catapult ammunition if you have it. A catapult is a siege weapon, and you do not halve damage against large structures and buildings. Against creatures and smaller targets, treat attacks from a catapult as an area effect.

Unlike normal catapults proficiency, multiple assistants, and Profession Siege Engineer checks are not requires. You can target any square in line of sight automatically, otherwise you must succeed on a DC 15 Knowledge Geography or Psicraft check to target the correct square and distance, which may be over the horizon. Catapults launch their ammo in a high arc; you need vertical clearance equal to half the horizontal distance covered. The range increment is 300 ft., and it cannot attack any creature that is within 100 ft. or less.

To attack with the catapult, roll 1d20 + your BAB + your manifesting ability modifier against either the AC of a creature or an square (AC 10). If you hit a creature, they get no saving throw and take 5d6 damage. Everything within a 15 foot radius can make a Reflex save for half as the ammo destabilizes and explodes. The damage is magic bludgeoning damage. If the attack misses it flies in a random direction as if it were a splash weapon.

When first created the catapult is automatically loaded with a shot and may be fired immediately, otherwise firing is a standard action. The catapult will automatically reload itself after 2 rounds on its own, but you or allies can take a standard action to reduce the time by 1 round each. If you use ammunition other than the one created by this power, the loading times and methods of operation, including the end result, operate under the rules of this power and not normal catapults.

You can move the catapult mentally as long as you remain in range of the power (Close). It is a standard action to move it; the catapult grows ectoplasmic legs and can move up to 30 ft a round. If attacked directly, the catapult has 10 hp per manifester level and hardness 5, and AC 3.

Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

If you spend 4 additional power points, this power’s duration increases to 1 hour per level.

In addition, for every 4 additional power points you spend, this power grants a +1 enhancement bonus or a special ability of equal or lesser value. You do not require a minimum +1 enhancement bonus.



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Eiji-kun's Homebrew (5613 Articles)
Eiji-kunv
AuthorEiji-kun +
DisciplineMetacreativity +
Identifier3.5e Power +
LevelPsionic/Wilder 3 +
RatingUndiscussed +
SubdisciplineCreation +
SummarySummon a catapult to destroy buildings at range. +
TitleEctoplasmic Catapult +