Difference between revisions of "Stop Hitting Yourself (3.5e Power)"

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Revision as of 17:46, 23 February 2011

Homebrew.png
Author: Eiji-kun (talk)
Date Created: 4-2-10
Status: Complete
Editing: Clarity edits only please
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Stop Hitting Yourself
Psychoportation
Level: Psion/Wilder 4, Psychic Warrior 3,
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature's metal weapon
Duration: 1 round/level
Saving Throw: Reflex partial
Power Resistance: Yes
Power Points: 7, 5


You focus your mind on an opponent's metal weapon, and turn it against them. On a failed save, you gain partial control of the enemy's weapon. When they go to make an attack, the attack instead turns upon the afflicted opponent using their attack roll against their own armor class, and dealing damage as appropriate. They are considered flatfooted for this attack, and they may end up sneak attacking themselves if capable. Most choose not to make a full attack after they strike themselves, and use their remaining actions to perform something else, such as changing weapons. Each round they use the affected weapon may make another saving throw to resist the effect, and on a successful save they may attack normally, but at a -2 penalty as they wrestle with their own weapon, trying to force it to its intended target.

Augment: For every 4 PP spent, the self-inflicted weapon attacks gain a +1 insight bonus to attack and damage, and an additional -1 penalty to attack on a successful save. For every 2 PP you spend augmenting, this power’s save DC increases by 1.



Back to Main Page3.5e HomebrewClass Ability ComponentsPowersPsion/Wilder
Back to Main Page3.5e HomebrewClass Ability ComponentsPowersPsychic Warrior

AuthorEiji-kun +
DisciplinePsychoportation +
Identifier3.5e Power +
LevelPsion/Wilder 4 + and Psychic Warrior 3 +
RatingUnrated +
SummaryEnemies will think twice about making a full attack on anyone anytime soon. +
TitleStop Hitting Yourself +