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]]. | + | |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 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 (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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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.
Back to Main Page → 3.5e Homebrew → Character Options → Flaws
Eiji-kunv |
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Author | Eiji-kun + |
Flaw Grants | Any bonus feat for which you meet the prerequisites. + |
Identifier | 3.5e Flaw + |
Rating | Unrated + |
Summary | You're susceptible to EMP blasts. + |
Title | EMP Vulnerable + |