Create Explosive Objects: Blowfish

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Create Explosive Objects: Blowfish (minor) by Stone Gargoyle

The character's body generates spiked gelatinous orbs full of water which he can throw to attack an opponent. The orbs act as timed explosives. If thrown lightly, upon attaching themselves to a target, the spikes do 2 points of SDC damage. Trying to remove the orbs, or if the orbs are thrown hard at a target, the resulting explosion of water and spikes will do 2d6 points of damage to the target, double damage to opponents vulnerable to water attacks. The range of a lightly thrown orb is the standard throwing distance of the character, but they can be shot from his hands as an attack for a range of 40 feet. If unremoved, the orb will also explode for the damage listed above after one melee round (15 seconds). If an explosive orb accidentally attaches itself to himself or an unintended target, the character can cause it to dissolve before exploding, using one melee attack/action, but he must do so before the time that it explodes. Generating and shooting or lightly throwing an orb also uses only one melee attack. PP bonuses and bonuses for using thrown weapons apply, and the character is +1 to strike throwing the orbs. There is no limit to the number generated per melee; he can use one as an attack for as many attacks as he has and gets an additional attack per melee round for using this power.

Create Explosive Objects: Blowfish (Major) by Stone Gargoyle

The character's body generates spiked gelatinous orbs full of fluid which he can throw to attack an opponent. The orbs act as timed explosives. If thrown lightly, upon attaching themselves to a target, the spikes do 1d4 points of SDC damage and the target must save vs. paralytic poison (16 or higher). If an arm or leg, the character funcions without its use. One melee round later, the entire body is paralyzed by the neral toxin for 1d6+2 melee rounds. Trying to remove the orbs, or if the orbs are thrown hard at a target, the resulting explosion of water and spikes will do 2d6 points of damage to the target, double damage to opponents vulnerable to liquid attacks, and the target and anyone trying to help must again save vs. the paralytic poison. The range of a lightly thrown orb is the standard throwing distance of the character, but they can be shot from his hands as an attack for a range of 40 feet. If unremoved, the orb will also explode for the damage and effects listed above after one melee round (15 seconds). If an explosive orb accidentally attaches itself to himself or an unintended target, the character can cause it to dissolve before exploding, using one melee attack/action, but he must do so before the time that it explodes. Generating and shooting or lightly throwing an orb also uses only one melee attack. PP bonuses and bonuses for using thrown weapons apply, and the character is +1 to strike throwing the orbs. There is no limit to the number generated per melee; he can use one as an attack for as many attacks as he has and gets an additional attack per melee round for using this power. The character himself is immune to the effects of all types of poison.