Difference between revisions of "EMP Vulnerable (3.5e Flaw)"

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|summary=You're susceptible to EMP blasts.
 
|summary=You're susceptible to EMP blasts.
 
|prerequisite=Construct type
 
|prerequisite=Construct type
|effect=Whenever you take electric damage equal to 10 + HD or greater, or whenever in direct contact or influence of a strong magnetic effect (such as industrial magnets or the effect of spells and powers like ''[[Magnetic Oscillation (3.5e Power)|magnetic oscillation]]''), you must make a [[Fortitude]] save equal to the effect's save DC, or DC 15 + 1/2 HD, whichever is higher.  If you fail the save, you are [[SRD:Dazed|dazed]].  You can break free from the dazing effect by making a save attempt at the start of your turn each round.  The dazing bypasses immunity to dazing.
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|effect=Whenever you take electric damage equal to 10 + HD or greater, or whenever in direct contact or influence of a strong magnetic effect (such as industrial magnets or the effect of spells and powers like ''[[Magnetic Oscillation (3.5e Power)|magnetic oscillation]]''), you must make a [[Fortitude]] save equal to the effect's save DC, or DC 15 + 1/2 HD, whichever is higher.  If you fail the save, you are [[SRD:Dazed|dazed]] for 1 roundIf the save is a natural 1, the dazing lasts 1 round/level but you can break free from the dazing effect early by making a save attempt at the start of your turn each round.  The dazing bypasses immunity to dazing.
  
 
A creature with ranks in the [[Knowledge Xeno (3.5e Skill)|Knowledge (Xeno)]] or [[Program (3.5e Skill)|Program]] skill can take a standard action to reboot you, using their check result as your effective save against the dazing.
 
A creature with ranks in the [[Knowledge Xeno (3.5e Skill)|Knowledge (Xeno)]] or [[Program (3.5e Skill)|Program]] skill can take a standard action to reboot you, using their check result as your effective save against the dazing.

Revision as of 12:51, 7 November 2019

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Author: Eiji-kun (talk)
Date Created: 9-18-15
Status: Complete
Editing: Clarity edits only please
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EMP Vulnerable

You're susceptible to EMP blasts.

Prerequisite: Construct type

Effect: Whenever you take electric damage equal to 10 + HD or greater, or whenever in direct contact or influence of a strong magnetic effect (such as industrial magnets or the effect of spells and powers like magnetic oscillation), you must make a Fortitude save equal to the effect's save DC, or DC 15 + 1/2 HD, whichever is higher. If you fail the save, you are dazed for 1 round. If the save is a natural 1, the dazing lasts 1 round/level but you can break free from the dazing effect early by making a save attempt at the start of your turn each round. The dazing bypasses immunity to dazing.

A creature with ranks in the Knowledge (Xeno) or Program skill can take a standard action to reboot you, using their check result as your effective save against the dazing.

Benefit: Any bonus feat for which you meet the prerequisites.

Special: If you become permanently immune to electric damage, you lose the benefit of this flaw.




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Eiji-kun's Homebrew (5605 Articles)
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AuthorEiji-kun +
Flaw GrantsAny bonus feat for which you meet the prerequisites. +
Identifier3.5e Flaw +
RatingUnrated +
SummaryYou're susceptible to EMP blasts. +
TitleEMP Vulnerable +