Energy Ward (3.5e Maneuver)
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Veiled Knight (Stance) [Fire, Cold, Acid, Electricity, Sonic] | |
Level: | 1 |
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Initiation Action: | Swift action |
Range: | Melee |
Target: | Self |
Duration: | Stance |
Saving Throw: | None |
Your steps are measured, your progression slow but steady, and wisps of cold vapor drift from your body.
While you're in this stance, you gain energy resistance 10 one type of energy - Acid, Cold, Electricity, Fire or Sonic - which is selected upon entering the stance. You can also choose to have all of your weapon attacks deal and additional +1 damage of the appropriate energy type. Changing between energy types is the same as changing stances entirely; This is effectively 5 stances in one.
If you have 12 ranks in the Spellcraft skill, the resistance increases to 20, and the extra damage increases to +1d6.
If you have 18 ranks in the Spellcraft skill, the resistance increases to 30, and the extra damage increases to +2d6.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Veiled Knight
Article Balance | High + |
Author | Zhenra-Khal + |
Descriptor | Fire +, Cold +, Acid +, Electricity + and Sonic + |
Discipline | Veiled Knight + |
Identifier | 3.5e Maneuver + |
Level | 1 + |
Rating | Undiscussed + |
Summary | Gain resistance 10 against selected type of energy; Ability to toggle on/off +1 energy damage to attacks. + |
Title | Energy Ward + |
Type | Stance + |