Energy Burst

Energy Burst1
Psychokinesis [acid, cold, electricity, fire, radiant, sonic]
Level 3 (complex)
Display A
Manifesting Time 1 standard action
Range 40 ft.
Area 40-ft-radius burst centered on you
Duration instantaneous
Saving Throw Reflex half or Fortitude half; see text;
Power Resistance yes

You create an explosion of unstable ectoplasmic energy of your active energy type that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage.

  • 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.