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Gauss Whip (3.5e Power)

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Created By
Eiji-kun (talk)
Date Created: 4-2-10
Status: Complete
Editing: Please feel free to edit constructively!


{{#set:Summary=A powerful whip which drags out temp hp from the opponent, and make them explode on death. }}

Gauss Whip
Psychokinesis{{#set:Discipline=Psychokinesis}} [{{#arraymap: Electricity|, |x|{{#set:Effect=x}}x}}]
Level: ,|x|{{#set:Level=x}}}}
Display: Audible, Visual
Manifesting Time: 1 standard action
Range: 15 ft.; see text
Effect: One electromagnetic energy whip
Duration: 1 round/level
Saving Throw: No; see text
Power Resistance: No
Power Points: 13


You snap your hand and a glowing whip of plasmic energy rolls out. On contact with the enemy it draws out the opponents electrons, and converts them into a swirling shield of static around your body which cushions blows made against you. For the duration of the power you may make ranged touch attacks against anyone in range as an attack action, dealing 10d6 points of electrical damage. You get a +3 bonus to hit against armored or metallic targets. All damage you deal is transferred back to you as temporary hit points. These temporary hit points overlap, they do not stack with either themselves or temporary hit points from another source (such as vigor). You may make as many attacks as your BAB allows, and for all purposes (such as bonuses from feats or class features) this power is considered a whip. You are considered proficient with the gauss whip.

The range given is the typical range for a medium creature. The gauss whip, like a real whip, has a greater or lesser reach depending on your size (the range being that of a reach weapon + 5 ft., not 3x your normal reach).

If you deplete your opponent under 0 hp with the gauss whip, the enemy can no longer resist the pull of electrons out of their body. They are reduced to nearly all positively charged matter, which immediately EXPLODES in all directions, dealing 1d6 points of damage per HD of the destroyed creature to all targets within a 10 ft. radius, with a Reflex save for half equal to the DC of this power. You are immune to this explosion, although your allies may not be.

Augment: For every 1 PP spent, increase the damage dealt (and thus amount absorbed) by 1d6 points. By spending 4 PP, you may make the duration 1 minute/level. 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

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