Ionization

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Ionization [Major] by Iczer

'well that got your attention'

The character can ionize a target or himself, making him more reactive and vulnerable to electricity.

1) Ionize other: The character can cause a target to become highly ionized, gaining and shedding free electrons which causes a number of effects:

  • Electrical attacks will inflict 5% more damage per level of the character to an ionized target
  • Electrical attacks are attracted towards the target. Those using such attacks find the target easier to hit (+4 to strike). Electrical attacks made to miss the target will instead curve towards him. attacks on targets within 15 feet of the Ionized character automatically miss their intended target and swerve to strike the Ionized character. targets within 40 feet of the ionized character are harder to hit with electrical attacks (they swerve off course) and are -4 to strike.
  • Ionized targets glow and send off sparks, making prowl difficult or impossible.
  • Ionized surfaces are extremely conductive.
  • Ionized electrical devices have a 10% chance per level of shorting out every minute of use.

To Ionize a target, the character simply attempts to strike with a ranged blast. He has +6 to strike and the attack is viable out to 75 feet (+10 feet per level). a struck target remains ionized until he receives 10 points of electrical damage per level, or for 2 minutes per level.

2) Ionize air: The character can simply fill a nearby area (30 feet across, plus 10 feet per level) with a heavily ionized charge. everyone in the vicinity will feel and be zapped by every conductive surface available, like a barrage of static shocks. Everyone in the area takes 1d4 damage every round and must make a saving throw (14+ PE bonuses apply) or drop any held items. The field is also distracting, reducing skill use by 10%. electrical items in the area have a 5% chance of shorting every minute per level of experience. An area remains charged for 1 minute per level.

3) Heavy Ion blast: Despite its name, the ion blast from this character is not as powerful as a full on electrical blast from another source, but is effective in a pinch for self defense.

Range: 50 feet +5 feet per level.
Actions: each ion blast counts as one attack
Damage: 1D6 per level
Bonus to strike: +2 to hit with a heavy Ion blast

4) Immunities: The character enjoys immunity to electrical, and ion damage, and subsequently is immune to Tazers and stun guns.

Note: A character may ionize himself. This attracts electrical attacks away from nearby allies and discharges only at the character's whim. any electrical attacks possessed by this character will be reduced in range by 25% and damage by 10% while he is ionized.