Powers: Psychokinetic Stomp
When I was making the half-giant racial template, I wasn't content with making stomp a unique racial ability. Let's rework it as a generic psychokinetic ability.
Stomp – 1 points/level
Skill: Stomp (IQ/Hard).
As a Ready maneuver, you can stomp your
foot on the ground and channel psychokinetic energies into it. All other
creatures standing on the ground within 2 yards of you are knocked back, as if
they took 1d crushing damage per level of this ability. This does not deal any
injury or blunt trauma. GMs may wish to set a maximum level for this ability.
Statistics: Crushing
Attack (Area Effect, 2 yards, +50%; Emanation, -20%; Environmental, Ground,
-20%; No Blunt Trauma, -20%; No Wounding, -50%; Psychokinesis, -10%; Requires
IQ Roll, -10%) [1/level].
Damaging Stomp – Hard
Default: Stomp-5; cannot exceed Stomp.
When you use this technique, you
channel the psychokinetic vibrations through the ground into the victims to
harm them. Thus, they take damage from this ability, but still take no blunt
trauma. Treat this as Large-Area Injury
(p. B400).
Expansion – Hard
Default: Stomp-5; cannot exceed Stomp.
You can expand the area of effect to
cover everyone within a four-yard radius, at full effect. Double this radius,
cumulatively, for every 5 points by which you succeed at your (modified) skill
roll.
Forceful Stomp – Hard
Default: Stomp-2; cannot exceed Stomp.
When you use this technique, the
damage is doubled. When used with the
Damaging Stomp technique, the damage is only doubled for the purpose of
knockback.
Selective Stomp – Hard
Default: Stomp-2; cannot exceed Stomp.
When you use this technique, you can
exclude any creatures from the effect.
Stunning Stomp – Hard
Default: Stomp-5; cannot exceed Stomp.
When you use this technique, you
channel the psychokinetic vibrations through the ground into the victims to
stun them. Any affected creature must make an HT roll at -1 per two points of
injury that it would’ve gotten if Stomp dealt injury (or, if using with the
Damaging Stomp technique, per two points of injury that the victim receives) or
be physically stunned. They can roll against HT to recover on their next turns
normally.
I'm gonna use this on my Dungeon Psionic campaign. It is really nice. 8-D
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