Difference between revisions of "Magnetic Armor (3.5e Power)"
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− | You magnetize your opponent's armor, and suddenly the protective plates and links of chin mail all constrict and lock up, immobilizing the opponent and rendering them easy prey to attackers. Upon a failed save, the opponent is rendered immobile. While similar to paralysis, immobility is not affected by immunity to paralysis. The opponent may not move or attack, or complete somatic components, but may speak and take purely mental actions. Each round, they may make another saving throw as a standard action. You may hold them immobile, or attempt to immobilize them again if they have succeeded on their save, again by concentrating every round on your target (a standard action). | + | You magnetize your opponent's armor, and suddenly the protective plates and links of chin mail all constrict and lock up, immobilizing the opponent and rendering them easy prey to attackers. Upon a failed save, the opponent is rendered immobile. While similar to paralysis, immobility is not affected by immunity to paralysis. The opponent is not [[helpless]], but may not move or attack, or complete somatic components, but may speak and take purely mental actions. Each round, they may make another saving throw as a standard action. You may hold them immobile, or attempt to immobilize them again if they have succeeded on their save, again by concentrating every round on your target (a standard action). |
While immobile, the target suffers -3 AC penalty against electrical attack rolls, and takes an additional +1 damage per die for any electrical damage they take. | While immobile, the target suffers -3 AC penalty against electrical attack rolls, and takes an additional +1 damage per die for any electrical damage they take. |
Revision as of 00:41, 3 April 2010
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You magnetize your opponent's armor, and suddenly the protective plates and links of chin mail all constrict and lock up, immobilizing the opponent and rendering them easy prey to attackers. Upon a failed save, the opponent is rendered immobile. While similar to paralysis, immobility is not affected by immunity to paralysis. The opponent is not helpless, but may not move or attack, or complete somatic components, but may speak and take purely mental actions. Each round, they may make another saving throw as a standard action. You may hold them immobile, or attempt to immobilize them again if they have succeeded on their save, again by concentrating every round on your target (a standard action).
While immobile, the target suffers -3 AC penalty against electrical attack rolls, and takes an additional +1 damage per die for any electrical damage they take.
Heavier armors make one more easily able to be foild by this power. Light armor takes no penalty, but medium metallic armors take a -1 penalty to their saving throws against this power, and heavy metallic armor takes a -3 penalty on their saving throws to resist.
Augment: For every 2 PP spent on this power, the immobilization effect lasts for 1 additional round after you stop concentrating.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Powers → Psion/Wilder
Author | Eiji + |
Identifier | 3.5e Power + |
Rating | Undiscussed + |
Title | Magnetic Armor + |