Chainsaw Arms (3.5e Power)

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Author: Eiji-kun (talk)
Date Created: 1-25-14
Status: Complete
Editing: Clarity edits only please
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Chainsaw Arms
Psychometabolism
Level: Psychic Warrior 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 7


"It's time for Jack to let 'er rip!"

Clearly, someone just said "screw it" and turned their arms into chainsaws. And so the legend of chainsaw arms was born.

Your arms transform into chainsaws. You can't use your limbs (because chainsaws) but you have two really awesome glowing chainsaws made of ectoplasm instead. They are melee weapons which deal 2d6 + Strength in damage with a 20/x4 critical and are treated as both manufactured and natural weapons, whenever beneficial. You gain a +1 enhancement bonus on attack and damage for every four manifester levels you possess without need for augmentation, and on a natural 20 they can remove a limb (including the head) as if they had the vorpal weapon enhancement.

Having chainsaws for arms is pretty terrifying. You can make an intimidate check to all creatures in 60 feet who can see you rev your chainsaw arms as a move action.

Chainsaw arms are super effective against many objects, and ignore up to 10 points of hardness, and up to 10 points of DR (except DR/-).

Augment: For an additional power points you spend, you gain a +1 circumstance bonus to your intimidate checks and can ignore up to 1 additional point of DR.

For an additional 4 power points you spend you can manifest this as a swift action, and switch between having arms and having chainsaws as a move action for its duration.



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Eiji-kun's Homebrew (5608 Articles)
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Article BalanceHigh +
AuthorEiji-kun +
DisciplinePsychometabolism +
Identifier3.5e Power +
LevelPsychic Warrior 4 +
RatingUndiscussed +
SummaryYou get chainsaw arms. What could be cooler? +
TitleChainsaw Arms +