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| paths:adventurer_path:material_impositions [2023/06/10 01:41] – elfinlocks | paths:adventurer_path:material_impositions [2024/10/29 18:34] (current) – elfinlocks | ||
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| ====== Material Impositions ====== | ====== Material Impositions ====== | ||
| - | You have learned that certain mundane materials, plants, or even creatures, properly utilized, can have unusual effects on magical energies. Material Impositions are unique Talents only available to this Path, that emulate and interact with magic effects, but are themselves Extraordinary | + | You have learned that certain mundane materials, plants, or even creatures, properly utilized, can have unusual effects on magical energies. Material Impositions are unique Talents only available to this Path, that emulate and interact with magic effects, but are themselves Extraordinary |
| - | Unless stated otherwise, activating an imposition is a Standard | + | Unless stated otherwise, activating an imposition is a Half Action that provokes attacks of opportunity, |
| Impositions with activated abilities can interfere with each other’s energies and effects; if you use the activated ability of a Material Imposition while another activated ability is still in effect, the previous effect immediately ends. Impositions which do not require activation do not interfere with other imposition’s effects. | Impositions with activated abilities can interfere with each other’s energies and effects; if you use the activated ability of a Material Imposition while another activated ability is still in effect, the previous effect immediately ends. Impositions which do not require activation do not interfere with other imposition’s effects. | ||
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| ===== Ammonium Nitrate ===== | ===== Ammonium Nitrate ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| Advanced research into various chemical reactions has taught you how to create a substance that can drastically lower temperatures, | Advanced research into various chemical reactions has taught you how to create a substance that can drastically lower temperatures, | ||
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| ===== Aspect Infusion ===== | ===== Aspect Infusion ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| You learn how to combine a small sample of a chosen element with other materials to grow a living elemental that you can keep in a small container, such as a bottle or potion vial. When this imposition is chosen, You select one of the following elements: air, earth, fire, or water. | You learn how to combine a small sample of a chosen element with other materials to grow a living elemental that you can keep in a small container, such as a bottle or potion vial. When this imposition is chosen, You select one of the following elements: air, earth, fire, or water. | ||
| - | You may grow a small elemental of this type during an 8 hour rest; at 5th, 10th, 15th, and 20th [[priority:health|Hit Dice]] that you possess, you increase the size and power of the elemental you can grow in this way by 1 step (medium, large, huge, greater). You may activate this imposition to release the elemental from the vial, allowing it to aid you both on and off the battlefield. | + | You may grow a small elemental of this type during an 8 hour rest; at [[chargen:common_terms# |
| - | The elemental understands you, and follows your commands to the best of its ability. If the elemental moves more than 100 ft. away from you, it disperses 1d4 rounds later, regardless of whether or not it returns to your side during that time. | + | The elemental understands you, and follows your commands to the best of its ability |
| - | You cannot have more than one elemental active with this ability at a time, and activating another imposition dismisses the elemental, causing it to return to its vial. As long as the elemental is not destroyed, banished, or dispersed, it can be reclaimed into its vial as a Swift Action. Elementals conjured in this way are treated as summoned creatures for spells and effects. | + | You cannot have more than one elemental active with this ability at a time. As long as the elemental is not destroyed, banished, or dispersed, it can be reclaimed into its vial as a Swift Action, as long as it is within 100 ft. of you. Elementals conjured in this way are treated as summoned creatures for spells and effects. |
| ==== Elemental Enhancement [explosive]: | ==== Elemental Enhancement [explosive]: | ||
| - | As long as you are adjacent to an active elemental from this imposition’s primary effect, you may use it to augment your flashbangs with elemental power, allowing them to deal damage of the type matching your elemental. Targets must make a Reflex save instead of the normal Fortitude save. In addition to the normal effects of the Flashbang, you deal an amount of additional damage of the chosen element type (air deals electricity damage, water deals cold damage, earth deals acid damage, and fire deals fire damage) equal to 1d6 per HD you possess. Creatures who succeed on their Reflex save take ½ damage, and are not subject to the flashbang’s normal effects. | + | As long as you are adjacent to an active elemental from this imposition’s primary effect, you may use it to augment your flashbangs with elemental power, allowing them to deal damage of the type matching your elemental. Targets must make a Reflex save instead of the normal Fortitude save. In addition to the normal effects of the Flashbang, you deal an amount of additional damage of the chosen element type (air deals electricity damage, water deals cold damage, earth deals acid damage, and fire deals fire damage) equal to 1d6 per two [[chargen: |
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| ===== Belladonna Barrier ===== | ===== Belladonna Barrier ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You activate this imposition by mixing a piece of belladonna root with several other herbs and minerals and then ingesting it or feeding it to an adjacent ally. This mixture protects the target from being subjected to the belladonna’s poison, and confers several of its properties to them. First, the target is immune to lycanthropy; | + | You activate this imposition by mixing a piece of belladonna root with several other herbs and minerals and then ingesting it or feeding it to an adjacent ally. This mixture protects the target from being subjected to the belladonna’s poison, and confers several of its properties to them. |
| + | |||
| + | First, the target is immune to lycanthropy; | ||
| + | |||
| + | Secondly, the target gains a circumstance bonus to their armor class against all natural attacks equal to your Intelligence bonus. These effects last for a number of rounds equal to your Intelligence bonus. | ||
| In addition, your work with belladonna has made you particularly adept at treating and preventing poisoning; whenever you Treat Deadly Wounds on a creature, the subject becomes temporarily immune to poison for a number of rounds equal to your Intelligence bonus. Any poison in its system or any poison to which it is exposed during the effect’s duration does not affect the subject until the effect’s duration has expired, though the duration of the effect continues to expire as normal; this does not reverse instantaneous effects of poison that have already occurred, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. | In addition, your work with belladonna has made you particularly adept at treating and preventing poisoning; whenever you Treat Deadly Wounds on a creature, the subject becomes temporarily immune to poison for a number of rounds equal to your Intelligence bonus. Any poison in its system or any poison to which it is exposed during the effect’s duration does not affect the subject until the effect’s duration has expired, though the duration of the effect continues to expire as normal; this does not reverse instantaneous effects of poison that have already occurred, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. | ||
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| ==== Belladonna Bursts [explosive]: | ==== Belladonna Bursts [explosive]: | ||
| - | You may enhance your Flashbangs with crushed belladonna, causing targets who fail their save to take 1d6 points of Strength damage, plus an additional 1d6 points of Strength damage when you reach 8 HD and 16 HD, in addition to the normal effects. This is a poison effect, and creatures with resistance to poison apply that resistance to their save against the Flashbang’s effects. | + | You may enhance your Flashbangs with crushed belladonna, causing targets who fail their save to take 1d6 points of Strength damage, plus an additional 1d6 points of Strength damage when you reach [[chargen: |
| </ | </ | ||
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| ===== Brimstone ===== | ===== Brimstone ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Brimstone, also known as sulfur, has effects that can ward off illness and disease when used in small and controlled amounts. You may activate this imposition by snapping a small piece of brimstone in two and placing it in a vest pocket or pouch resting between the nose and heart of a target creature within reach, granting a +1 competence bonus to Fortitude saves, with an additional +1 for every 5 ranks in [[priority: | + | Brimstone, also known as sulfur, has effects that can ward off illness and disease when used in small and controlled amounts. You may activate this imposition by snapping a small piece of brimstone in two and placing it in a vest pocket or pouch resting between the nose and heart of a target creature within reach, granting a +1 competence bonus to Fortitude saves, with an additional +1 for every 5 ranks in [[priority: |
| ==== Sulfuric Detonations [explosive]: | ==== Sulfuric Detonations [explosive]: | ||
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| ===== Circle of Salt ===== | ===== Circle of Salt ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| You carefully lay out an unbroken circle of salt, creating a protective circle around yourself and up to 1 adjacent ally per 4 ranks in [[priority: | You carefully lay out an unbroken circle of salt, creating a protective circle around yourself and up to 1 adjacent ally per 4 ranks in [[priority: | ||
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| ==== Dispelling Detonations [explosive]: | ==== Dispelling Detonations [explosive]: | ||
| - | You add a mixture of silver, salt, lead, and other materials which naturally disrupt magical energies to your flashbangs. Creatures that fail their save against the flashbang’s initial effect are also subject to a targeted [[priority: | + | You add a mixture of silver, salt, lead, and other materials which naturally disrupt magical energies to your flashbangs. Creatures that fail their save against the flashbang’s initial effect are also subject to a targeted [[priority: |
| </ | </ | ||
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| ===== Copper ===== | ===== Copper ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You learn how to use copper to disperse and manipulate electricity to your advantage. You may activate this imposition as a full round action | + | You learn how to use copper to disperse and manipulate electricity to your advantage. You may activate this imposition as a Full Action |
| ==== Voltaic Bursts [explosive]: | ==== Voltaic Bursts [explosive]: | ||
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| ===== Dowsing Rod (Su/Ex) ===== | ===== Dowsing Rod (Su/Ex) ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| Your studies have taught you how to identify objects that serve as natural dowsing rods capable of leading you towards a person, place, or thing. You must have seen the target you seek, or an accurate representation of it (such as a detailed portrait) in order for this ability to work. If searching for a non-specific type of thing (such as the nearest body of water, the nearest city, etc.) you need not have seen it or a representation before, but the rod becomes much less accurate, and may lead to something other than what you seek (for example, seeking the nearest body of water could lead to a puddle, or the ocean, and one seeking the nearest city could be led to a bustling metropolis or the ruins of an ancient civilization). | Your studies have taught you how to identify objects that serve as natural dowsing rods capable of leading you towards a person, place, or thing. You must have seen the target you seek, or an accurate representation of it (such as a detailed portrait) in order for this ability to work. If searching for a non-specific type of thing (such as the nearest body of water, the nearest city, etc.) you need not have seen it or a representation before, but the rod becomes much less accurate, and may lead to something other than what you seek (for example, seeking the nearest body of water could lead to a puddle, or the ocean, and one seeking the nearest city could be led to a bustling metropolis or the ruins of an ancient civilization). | ||
| - | Once activated, the dowsing rod will always point towards the desired target, though it gives no indication as to the target’s distance, and always points directly towards it, regardless of obstacles. If the target is protected by a [[priority: | + | Once activated, the dowsing rod will always point towards the desired target, though it gives no indication as to the target’s distance, and always points directly towards it, regardless of obstacles. If the target is protected by a [[priority: |
| </ | </ | ||
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| ===== Gold ===== | ===== Gold ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Gold is the metal most closely associated with the sun, willpower, and vitality. By following a carefully designed formula and creating a small structure in an adjacent square using at least 2 TU worth of gold, you and all allies in a 30 ft. radius of the structure are protected from the powers of negative energy and undeath, gaining a +2 morale bonus to saving throws against death effects, disease, and paralysis effects for a number of minutes equal to ½ your ranks in Knowledge (Religion). This bonus increases by +2 for every 5 ranks you possess in both Knowledge (Religion) and (Arcana), to a maximum of +8 at 20 ranks in each. | + | Gold is the metal most closely associated with the sun, willpower, and vitality. By following a carefully designed formula and creating a small structure in an adjacent square using at least 2 TU worth of gold per square, you and all allies in a 30 ft. radius of the structure are protected from the powers of negative energy and undeath, gaining a +2 morale bonus to saving throws against death effects, disease, and paralysis effects for a number of minutes equal to ½ your ranks in Knowledge (Religion). This bonus increases by +2 for every 5 ranks you possess in both Knowledge (Religion) and (Arcana), to a maximum of +8 at 20 ranks in each. |
| In addition, any undead creature attempting to enter the protected radius of the structure must succeed on a Will save or find itself prevented from entering. The structure can be destroyed if it takes a number of points of damage equal to 5 times your combined ranks in Knowledge (Arcana) and (Religion). As long as the structure is not destroyed, you can retrieve it, and reuse it later. Retrieval is a full round action. The structure’s smallest size occupies a 5ft square, and weighs 50 pounds, though they may be made bigger, at the GMs discretion. | In addition, any undead creature attempting to enter the protected radius of the structure must succeed on a Will save or find itself prevented from entering. The structure can be destroyed if it takes a number of points of damage equal to 5 times your combined ranks in Knowledge (Arcana) and (Religion). As long as the structure is not destroyed, you can retrieve it, and reuse it later. Retrieval is a full round action. The structure’s smallest size occupies a 5ft square, and weighs 50 pounds, though they may be made bigger, at the GMs discretion. | ||
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| ===== Howling Herbology ===== | ===== Howling Herbology ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| The mandrake root is feared in myth and legend for its ability to rend the life from mortals with its banshee-like wail. You have learned that while much of this is simply myth, the root does contain certain properties that gave rise to the legends. By ingesting a small portion of ground mandrake root mixed with various catalyzing agents, you are able to unleash a piercing scream that deals an amount of sonic damage equal to 1d4 per rank in Knowledge (Nature) to all creatures within a 30 ft. radius (Fortitude save for half damage). This ability affects objects and undead. You are immune to the damage from this effect. | The mandrake root is feared in myth and legend for its ability to rend the life from mortals with its banshee-like wail. You have learned that while much of this is simply myth, the root does contain certain properties that gave rise to the legends. By ingesting a small portion of ground mandrake root mixed with various catalyzing agents, you are able to unleash a piercing scream that deals an amount of sonic damage equal to 1d4 per rank in Knowledge (Nature) to all creatures within a 30 ft. radius (Fortitude save for half damage). This ability affects objects and undead. You are immune to the damage from this effect. | ||
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| ==== Sonic Shriekers [explosive]: | ==== Sonic Shriekers [explosive]: | ||
| - | You may enhance your flashbangs with mandrake root, granting them thunderous power. In addition to the flashbang’s normal effects, the target also takes 1d6 points of sonic damage per two ranks in Knowledge (Nature) you possess, and the DC for Fortitude saves against flashbangs modified with this imposition increases by 1, +1 for every 5 HD you possess. Creatures who succeed on their Fortitude save against the flashbang take ½ damage from this effect. The damage and effects from this ability apply to objects and undead. | + | You may enhance your flashbangs with mandrake root, granting them thunderous power. In addition to the flashbang’s normal effects, the target also takes 1d6 points of sonic damage per two ranks in Knowledge (Nature) you possess, and the DC for Fortitude saves against flashbangs modified with this imposition increases by 1 for every 5 [[chargen: |
| </ | </ | ||
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| ===== Lead ===== | ===== Lead ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| Lead is a metal particularly problematic for practitioners of divination magic, foiling the magical emanations they rely upon. When you first gain this imposition, you learn how to craft a thin helmet liner out of lead, which costs 1 hour and a total of 2 TU times your ranks in Knowledge (Arcana) to create. | Lead is a metal particularly problematic for practitioners of divination magic, foiling the magical emanations they rely upon. When you first gain this imposition, you learn how to craft a thin helmet liner out of lead, which costs 1 hour and a total of 2 TU times your ranks in Knowledge (Arcana) to create. | ||
| - | As long as you or an ally is wearing this helmet liner, any Divination school effect that targets or would reveal information about the subject requires the caster to make a caster level check against a DC of 11 + your ranks in Knowledge (Arcana) or have the effect fail. These liners do not occupy an item slot, but wearing more than one has no additional effect. Because they are not true magic items, but rather science and geometry applied in a way that interferes with divination magic, these liners are somewhat fragile, and they cease to function after they have forced casters to attempt a caster level check a number of times equal to your Intelligence modifier (minimum 1), as determined at the time the liner was crafted. | + | As long as you or an ally is wearing this helmet liner, any Divination school effect that targets or would reveal information about the subject requires the caster to make a caster level check against a DC of 11 + [your ranks in Knowledge (Arcana)] or have the effect fail. These liners do not occupy an item slot, but wearing more than one has no additional effect. |
| + | |||
| + | Because they are not true magic items, but rather science and geometry applied in a way that interferes with divination magic, these liners are somewhat fragile, and they cease to function after they have forced casters to attempt a caster level check a number of times equal to your Intelligence modifier (minimum 1), as determined at the time the liner was crafted. | ||
| Once this limit has been reached, the liner ceases to function until you spend at least 1 hour re-attuning it, costing 50% of the original crafting cost of the liner. | Once this limit has been reached, the liner ceases to function until you spend at least 1 hour re-attuning it, costing 50% of the original crafting cost of the liner. | ||
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| You add a mixture of lead to your flashbangs. The flashbang creates a cloud of fine dust with a radius of 15 ft. that persists a number of rounds equal to your Intelligence modifier. Any creature within the cloud must make a Fortitude save or suffer from lead poisoning. This cloud does not obscure vision. A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. | You add a mixture of lead to your flashbangs. The flashbang creates a cloud of fine dust with a radius of 15 ft. that persists a number of rounds equal to your Intelligence modifier. Any creature within the cloud must make a Fortitude save or suffer from lead poisoning. This cloud does not obscure vision. A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. | ||
| - | Lead poisoning functions as Lich Dust, but the save is keyed off of your Flashbang. The DC for Fortitude saves against flashbangs modified with this imposition increases by 1, +1 for every 5 HD you possess. | + | Lead poisoning functions as Lich Dust, but the save is keyed off of your Flashbang. The DC for Fortitude saves against flashbangs modified with this imposition increases by 1 for every 5 [[chargen: |
| </ | </ | ||
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| ===== Lodestone ===== | ===== Lodestone ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| A Lodestone’s unusual properties often seem like magic to the uninitiated, | A Lodestone’s unusual properties often seem like magic to the uninitiated, | ||
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| ===== Magnesium ===== | ===== Magnesium ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| You have learned to distill magnesium into a highly reactive material that, when ignited, burns at extreme temperatures and sheds a brilliant white light. Activating this imposition gives you a brilliant magnesium torch that can be wielded as a light weapon which you are considered proficient with, dealing 1d6 fire damage with an 18-20/x2 critical range and multiplier. This torch sheds bright light to a range of up to 60 ft., and increases the light level by one step within twice that range. | You have learned to distill magnesium into a highly reactive material that, when ignited, burns at extreme temperatures and sheds a brilliant white light. Activating this imposition gives you a brilliant magnesium torch that can be wielded as a light weapon which you are considered proficient with, dealing 1d6 fire damage with an 18-20/x2 critical range and multiplier. This torch sheds bright light to a range of up to 60 ft., and increases the light level by one step within twice that range. | ||
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| This effect automatically dispels any darkness effect within its area whose caster level is less than half your ranks in [[priority: | This effect automatically dispels any darkness effect within its area whose caster level is less than half your ranks in [[priority: | ||
| - | A creature ignited by this ability is entitled to a Reflex saving throw at the start of their turn each round to attempt and extinguish the flame without expending their full round action. If the fire is not extinguished, | + | A creature ignited by this ability is entitled to a Reflex saving throw at the start of their turn each round to attempt and extinguish the flame without expending their Full Action. If the fire is not extinguished, |
| ==== Sun Flare [explosive]: | ==== Sun Flare [explosive]: | ||
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| ===== Quicksilver ===== | ===== Quicksilver ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Also known as mercury, this strange liquid is commonly drawn from cinnabar. Quite toxic, this shifting liquid can act as quite a slippery surface. This functions as a splash weapon which you can use as a ranged touch attack with a range increment of 10 feet, creating a puddle of quicksilver with a radius of 30 feet; causing all creatures that attempt to enter or move through the area to attempt at a Reflex saving throw or immediately fall prone. This puddle lasts for 1d4 rounds. | + | Also known as mercury, this strange liquid is commonly drawn from cinnabar. Quite toxic, this shifting liquid can act as quite a slippery surface. This functions as a splash weapon which you can use as a ranged touch attack with a range increment of 10 feet, creating a puddle of quicksilver with a radius of 30 feet; causing all creatures that attempt to enter or move through the area to make a Reflex saving throw or immediately fall prone. This puddle lasts for 1d4 rounds. |
| ==== Mercurial Bursts [explosive]: | ==== Mercurial Bursts [explosive]: | ||
| - | You may enhance your flashbangs with mercury, causing targets who fail their saving throw to take 1d4 points of Wisdom damage, plus an additional 1d4 points of Wisdom damage when you reach 8 and 16 HD, in addition to the normal effects. This is a poison effect, and creatures with resistance to poison apply that resistance to their save against the flashbang’s effects. | + | You may enhance your flashbangs with mercury, causing targets who fail their saving throw to take 1d4 points of Wisdom damage, plus an additional 1d4 points of Wisdom damage when you reach [[chargen: |
| </ | </ | ||
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| ===== Silver ===== | ===== Silver ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| Silver is the metal most closely related to the moon, and is said to ward off bad luck and witchcraft. When you first gain this imposition, you learn how to craft a small amulet which takes 1 hour and a total of 2 TU times your ranks in Knowledge (Esoteric) to create. As long as you or an ally are wearing this amulet, they gain spell resistance equal to 10 + half your ranks in Knowledge (Esoteric). | Silver is the metal most closely related to the moon, and is said to ward off bad luck and witchcraft. When you first gain this imposition, you learn how to craft a small amulet which takes 1 hour and a total of 2 TU times your ranks in Knowledge (Esoteric) to create. As long as you or an ally are wearing this amulet, they gain spell resistance equal to 10 + half your ranks in Knowledge (Esoteric). | ||
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| ==== Dispelling Detonations [explosive]: | ==== Dispelling Detonations [explosive]: | ||
| - | You add a mixture of silver, salt, lead, and other materials which naturally disrupt magical energies to your flashbangs. Creatures and objects that fail their save against the flashbang’s initial effect are also subject to a targeted [[priority: | + | You add a mixture of silver, salt, lead, and other materials which naturally disrupt magical energies to your flashbangs. Creatures and objects that fail their save against the flashbang’s initial effect are also subject to a targeted [[priority: |
| </ | </ | ||
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| ===== Thermite ===== | ===== Thermite ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| Through delicate research into iron and aluminum interactions, | Through delicate research into iron and aluminum interactions, | ||
| - | The mixture can be set alight as part of applying the mixture (or if it is dealt at least 1 point of fire damage, or if it is subject to a suitable spell effect), dealing 1d8 points of fire damage per two ranks in [[priority: | + | The mixture can be set alight as part of applying the mixture (or if it is dealt at least 1 point of fire damage, or if it is subject to a suitable spell effect), dealing 1d8 points of fire damage per two ranks in [[priority: |
| ==== Pyrotechnic Detonation [explosive]: | ==== Pyrotechnic Detonation [explosive]: | ||
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| ===== Tungsten ===== | ===== Tungsten ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You have learned how to work with tungsten metal, an incredibly dense and heavy material that is incredibly intensive to work with. When you first gain this imposition, you learn how to craft tungsten plates, which takes 1 hour and 2 TU to create per plate. You may only have a number of plates created at a time equal to 1 + your Intelligence modifier. A creature may put a tungsten plate under any armor or clothing for additional protection, at the cost of their maneuverability, | + | You have learned how to work with tungsten metal, an incredibly dense and heavy material that is incredibly intensive to work with. When you first gain this imposition, you learn how to craft tungsten plates, which takes 1 hour and 2 TU to create per plate. You may only have a number of plates created at a time equal to 1 + your Intelligence modifier. A creature may put a tungsten plate under any armor or clothing for additional protection, at the cost of their maneuverability, |
| ==== Burdening Blast [explosive]: | ==== Burdening Blast [explosive]: | ||
| - | You may add tungsten shards to your flashbangs, causing targets who fail their save to also be struck by dense shrapnel, making them take a -2 penalty to attack rolls, AC, and CMD; multiple uses of this ability stack, increasing the penalty by an additional -2 per shard lodged within the target. The target may remove a single shard as a standard action, or may remove them all as a full-round action. You may only add 1 shard per 5 ranks in Knowledge (Engineering) to a flashbang. | + | You may add tungsten shards to your flashbangs, causing targets who fail their save to also be struck by dense shrapnel, making them take a -2 penalty to attack rolls, AC, and CMD; multiple uses of this ability stack, increasing the penalty by an additional -2 per shard lodged within the target. The target may remove a single shard as a Half Action, or may remove them all as a Full Action. You may only add 1 shard per 5 ranks in Knowledge (Engineering) to a flashbang. |
| </ | </ | ||
