Ionize - Supercharged (3.5e Feat)
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Ionize - Supercharged [Spelltouched] Prerequisites: Ionize - Amplified, Able to cast Ionic Generator spell, Must have been exposed to the Ionic Generator spell every day for six months, Spellcraft 16 ranksBenefit: Whenever you attack with a melee weapon, you can now spend two ionic charges to inflict 5d6 additional damage of electricity, and you can now store ionic charges up to trice your level. In addition, the months spent in contact with electricity make you a veritable ionic prodigy, and this erudition gives you access to new possibilities:
Superionic Moves (Sp): Whenever you spend ionic charges by the effect of Ionic Steps ability (see Ionize - Charged), you can spend 4 more ionic charges. You now can move a distance up to trice your base movement speed in three straight line. This movement is instantaneous and grants you a dodge bonus of +8 to AC during the movement only. You cannot Charge, Tumble, Balance, Swim, Jump, or Climb using this ability. At the end of the moves you must success à Fortitude saving throw (DD = 15 + 1/2 numbers of travelled squares) or being Sickened for 2d3 rounds. This replaces Ionic Steps, and each time this ability is used, it cannot be used again for 1d4 rounds.
Ion Cracking Spell (Ex): Whenever you spend ionic charges by the effect of Ionize Spell ability (see Ionize - Charged), you can double the number of ionic charges spent. Then, in addition of the effect of Ionize Spell, the casted spell decrease reduction to electricity of all affected creatures by an amount equal to the spell level of the casted spell. Creatures immune to electricity damage take quarter damages instead.
Ion Capacitor (Su): Whenever a spell / ability that inflicts electricity damage is activated within 30 ft from you (but not on you), you can try to redirect the electrical flow on you by performing a Spellcraft check (DD = 15 + number of electrical damage dice of the spell / ability). If you succeed, you receive halved damage of the spell / ability, then, for each dice of electricity damage you receive, you gain 1 ionic charge. If you fail, you receive all the electricity damage from the spell / ability. Reduction to electricity normally applies, but immunity to electricity does not apply. You cannot use your Spell Resistance, and you are not entitled to the saving throw for half damage. After using this ability, you are Fatigued for a number of rounds equal to the number of dice of electricity damage you received. If you were Fatigued, you became Exhausted instead. If you were Exhausted, you must make a Fortitude check (DD = damage received), if you fail, your HP goes down to -1 and you become Unconscious. Each time this ability is used, it cannot be used again for 3d4 rounds
|Article Balance||High +|
|Identifier||3.5e Feat +|
|Prerequisite||Ionize - Amplified +, Able to cast Ionic Generator spell +, Must have been exposed to the Ionic Generator spell every day for six months + and Spellcraft 16 ranks +|
|Summary||The months spent in contact with electricity make you a veritable ionic prodigy, and this erudition gives you access to new possibilities. +|
|Title||Ionize - Supercharged +|