Difference between revisions of "Zapped Curse (Apath)"

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At 10th level, any attack you make, including spells and supernatural abilities, add 1d6 damage of the type you are vulnerable to.   
 
At 10th level, any attack you make, including spells and supernatural abilities, add 1d6 damage of the type you are vulnerable to.   
This additional damage is not multiplied on a critical hit.
+
This additional damage is not multiplied on a critical hit and the additional immunities of the level 5 ability still applies.
  
 
At 15th level, you lose your vulnerability to damage and instead gain resistance 10 to the type of damage you used to be vulnerable to. This does not change the level 5 and 10 abilities.<noinclude>{{OGL}}</noinclude>
 
At 15th level, you lose your vulnerability to damage and instead gain resistance 10 to the type of damage you used to be vulnerable to. This does not change the level 5 and 10 abilities.<noinclude>{{OGL}}</noinclude>

Revision as of 09:54, 20 February 2017

ApathApath Logo
Unofficial rules compendium

Zapped

Publisher: Legendary Games.

You have been exposed to harmful energies, now your body crackles with energy.

Choose one type of damage: acid, cold, electricity, fire, force, negative energy, positive energy, or sonic. You carry scars typical of this type of damage, and any damage of this that you take is increased by 50%. You cannot pick a type of damage you have innate resistance or immunity to.

You gain a circumstance bonus to natural armor equal to the best of your Constitution or Charisma bonuses. The bonus stacks with both natural armor and with enchantment bonuses to natural armor. You lose this benefit if you wear armor or use a shield. This curse is balanced for oracles, who have medium armor proficiency. If you are proficient in heavy armor, increase the armor class bonus by one. For each of light and medium armor proficiency you lack, reduce the Armor Class bonus of this ability by one. This makes you an intuitive practitioner of a cross of way of life and way of the body martial arts.

At 5th level, a creature that hits you with a natural or unarmed attack takes 1d6 points of damage of the type you are vulnerable to. Certain targets are immune to the extra damage from the abilities of this curse. Force damage does not affect constructs, objects, oozes, and plants. Negative energy does not affect objects, constructs, and undead. Positive energy only affects aberrations, constructs, objects, oozes, outsiders, plants, and undead. Sonic damage does not affect aberrations, oozes, and plants. This is in addition to any resistance a target may already have.

At 10th level, any attack you make, including spells and supernatural abilities, add 1d6 damage of the type you are vulnerable to. This additional damage is not multiplied on a critical hit and the additional immunities of the level 5 ability still applies.

At 15th level, you lose your vulnerability to damage and instead gain resistance 10 to the type of damage you used to be vulnerable to. This does not change the level 5 and 10 abilities.

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.