Energy Bolt

Energy Bolt1
Psychokinesis [acid, cold, electricity, fire, radiant, sonic]
Level 3 (complex)
Display A
Manifesting Time 1 standard action
Range 120 ft.
Area 120-ft. line
Duration Instantaneous
Saving Throw Reflex half or Fortitude half; see text
Power Resistance yes

You release a powerful stroke of energy of your active energy type (cold, electricity, fire, or sonic) that deals 5d6 points of damage to every creature or object within the area. The beam begins at your fingertips.

  • Acid/Sonic A bolt of this energy type deals –1 point of damage per die and ignores an object’s hardness.
  • Fire/Cold: A bolt of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold bolt is a Fortitude save instead of a Reflex save.
  • Electricity: Manifesting a bolt of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming ower resistance.
  • Radiant: A successful hit also leaves the target dazzled for one round.

This power’s energy descriptor is the same as the type of energy you manifest.

Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Special: A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.