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srb:combat_specialization [2020/06/10 04:46]
weby
srb:combat_specialization [2020/07/23 04:27] (current)
weby
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 ====== Combat specialization ====== ====== Combat specialization ======
 =====Basics===== =====Basics=====
 +
 Combat powers are special combat-oriented Combat powers are special combat-oriented
 abilities the character may use during an encounter abilities the character may use during an encounter
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 =====Power table===== =====Power table=====
- 
-FIXME format table 
- 
 ^Power^Description^requirements^ ^Power^Description^requirements^
 |Adrenaline Rush| The character is filled with adrenaline, allowing him to be more accurate and quicker.|BAB +3| |Adrenaline Rush| The character is filled with adrenaline, allowing him to be more accurate and quicker.|BAB +3|
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 |Bullet Rain| Weapon-based power. Increase skill with Submachine Guns |BAB +0, proficiency with Submachine Guns| |Bullet Rain| Weapon-based power. Increase skill with Submachine Guns |BAB +0, proficiency with Submachine Guns|
 |Carnage| Weapon-based power. Use shotguns to fire a massive blast against your target| BAB +0, proficiency with Shotguns| |Carnage| Weapon-based power. Use shotguns to fire a massive blast against your target| BAB +0, proficiency with Shotguns|
-|Cluster| Grenade Grenade power. Infuse grenade with biotic power to cause affected creatures to be sent flying and fall taking damage| Biotics ranks, able to use one Biotic power|+|Cluster| Grenade Grenade power. Infuse grenade with biotic power to cause affected creatures to be sent flying and fall taking damage| Biotics ranks, able to use one Biotic power|
 |Concussive Shot| Fire a shot that pushes back the target| BAB +0, Electronics 1 rank| |Concussive Shot| Fire a shot that pushes back the target| BAB +0, Electronics 1 rank|
 |Flashbang Grenade| Grenade power. Grenade deals little damage but dazes and incapacitates targets| Computers 2 ranks,  Electronics 6 ranks, Engineering 6 ranks| |Flashbang Grenade| Grenade power. Grenade deals little damage but dazes and incapacitates targets| Computers 2 ranks,  Electronics 6 ranks, Engineering 6 ranks|
-|Fortification| Creates protective current that provides DR| Electronics 1 rankproficiency with medium armor|+|Fortification| Creates protective current that provides DR| Electronics 1 rank proficiency with medium armor|
 |Homing Grenade| Grenade power. Grenade targets specific target dealing greater damage.| Electronics 5 ranks, Engineer 5 ranks| |Homing Grenade| Grenade power. Grenade targets specific target dealing greater damage.| Electronics 5 ranks, Engineer 5 ranks|
 |Inferno Grenade| Grenade power. Blast covers area with flames| Electronics 1 rank, Engineering 1 rank| |Inferno Grenade| Grenade power. Blast covers area with flames| Electronics 1 rank, Engineering 1 rank|
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 |Sticky Grenade| Grenade power. Throw grenade that others can’t remove| Electronics 1 rank, able to use one Tech power| |Sticky Grenade| Grenade power. Throw grenade that others can’t remove| Electronics 1 rank, able to use one Tech power|
 |Trip Mine| Transform a Power-Cell into a booby trap| Engineering 4 ranks| |Trip Mine| Transform a Power-Cell into a booby trap| Engineering 4 ranks|
-|Unity| Combine several skills to heal multiple allies at the same time, bringing them back from unconsciousness and restoring their shields in the process. |BAB +10,Electronics 4 ranks, Medicine 4 ranks, Engineer 4 ranks, Life science 3 ranks| 
  
 ===== Power descriptions ===== ===== Power descriptions =====
- 
-FIXME add descriptions 
- 
  
 ==== Adrenaline Rush ==== ==== Adrenaline Rush ====
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 Hardening: Hardening:
-   *While this power is active, the character increases armor and Shields DR by 1.+   *While this power is active, the character increases armor and Shields DR by 2.
 Time Dilation: Time Dilation:
    * While this power is active, attacks made by the character do not trigger opportunity attacks.    * While this power is active, attacks made by the character do not trigger opportunity attacks.
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 This power gains one of the following upgrades: This power gains one of the following upgrades:
 Ignore Pain: Ignore Pain:
-   * While this power is active, the character increases all forms of DR he possesses by 1.+   * While this power is active, the character increases all forms of DR he possesses by 2.
 Greater Rush: Greater Rush:
    * While this power is active, the character gains the possibility of using 1 extra action, which can only be used in the character’s round. The character gains only 1 single action for the entire duration ofAdrenaline Rush, so if the character decides to use  this extra action in the first round that Adrenaline Rush is active, he cannot perform one extra action in the second round (provided this power’s duration is used in a way that lasts up to a second round). A full-round action still consumes the entire round, ven if the character has 3 actions in that round.    * While this power is active, the character gains the possibility of using 1 extra action, which can only be used in the character’s round. The character gains only 1 single action for the entire duration ofAdrenaline Rush, so if the character decides to use  this extra action in the first round that Adrenaline Rush is active, he cannot perform one extra action in the second round (provided this power’s duration is used in a way that lasts up to a second round). A full-round action still consumes the entire round, ven if the character has 3 actions in that round.
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 grenade. Effective against shields and barriers. grenade. Effective against shields and barriers.
  
-    * Prerequisite: FIXME+    * Prerequisite: Engineering 1 rank, Electronics 1 rank
     * Activation: None. Character can choose to use this power when he or she throws a grenade.     * Activation: None. Character can choose to use this power when he or she throws a grenade.
     * Effect: The character can alter his grenades to release an EMP charge when they explode. This blast deals little damage to creatures without Shield HP but it carries a chance of stunning any creature (organics, mechanical and synthetics), caught in the blast, for a small duration. In addition, it deals a large amount of damage against Shield HP.     * Effect: The character can alter his grenades to release an EMP charge when they explode. This blast deals little damage to creatures without Shield HP but it carries a chance of stunning any creature (organics, mechanical and synthetics), caught in the blast, for a small duration. In addition, it deals a large amount of damage against Shield HP.
     * Save: Fortitude save negates the stun effect; Reflex save halves the damage. DC equals 12 + Electronic ranks divided by 2.     * Save: Fortitude save negates the stun effect; Reflex save halves the damage. DC equals 12 + Electronic ranks divided by 2.
- 
  
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
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 === Rank 1 === === Rank 1 ===
  This power has the following statistics:  This power has the following statistics:
-    * Grenade deals 2d6 points of damage against creatures without Shield HP. +    * Grenade deals 3d6 points of damage against creatures without Shield HP. 
-    * Grenade deals 4d6 points of damage against Shield HP.+    * Grenade deals 6d6 points of damage against Shield HP.
     * Radius: 5 squares     * Radius: 5 squares
     * Creatures without Shield HP are stunned for 1 action (the first action of their next turn).     * Creatures without Shield HP are stunned for 1 action (the first action of their next turn).
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 behind it. behind it.
  
-   * Prerequisite: FIXME+   * Prerequisite: Electronics 2 ranks
    * Target: Creatures in area    * Target: Creatures in area
    * Range: Varies with rank    * Range: Varies with rank
-   * Activation: 1 action, used at the same time as a Power-Cell altering its effects +   * Activation: 1 action, used at the same time as protective foam canister 
-   * Effect: The character can alter the effects of a Power Cell to create an energy barricade in a 2 squares wide, 1 square deep with open rear. The barrier is 1m tall, enough to provide half cover to a Medium-size creature or full cover if laying down. In addition, the barrieralso provides Shield HP regeneration to characters that still have Shield HP.+   * Effect: The character can alter the effects of a Power Cell to create ay barricade in a 2 squares wide, 1 square deep with open rear. The barrier is 1m tall, enough to provide half cover to a Medium-size creature or full cover if laying down. In addition, the barrier also provides Shield HP regeneration to characters that still have Shield HP.
    * Cooldown: 2 actions    * Cooldown: 2 actions
    * Characters inside the barricade regenerate 3 Shield HP per action, but only if they have Shield HP.    * Characters inside the barricade regenerate 3 Shield HP per action, but only if they have Shield HP.
 +   * Requires a protective foam canister
  
  
-The barricade has the following base statistics: AC of 5 and 50 Shield HP when a Small-Capacity Battery Power-Cell is used. With rank 2 and every rank thereafter, +The barricade has the following base statistics:  
-the barricade gains +10 Shield HP.+AC of 5 and 100 Shield HP . With rank 2 and every rank thereafter, the barricade gains +20 Shield HP.
  
 The barricade’s occupied space must include the The barricade’s occupied space must include the
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 of barricades the character can create. of barricades the character can create.
  
-FIXME energies 
  
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
  
-Special: This power requires the character to spend a Small Capacity Power-Cell. If more advanced Power-Cells are used, the barricade’s base effects are increased as follows: +=== Rank 1 ===
-    * Medium-Capacity Power-Cell: the barricade has AC 8, 70 Shield HP, Shield HP DR 1 and its duration increases by +2 actions. Its regeneration ability increases by 1 +
-    * High-Capacity Power-Cell: the barricade has AC 12, 100 Shield HP, Shield HP DR 2, its duration increases by +3 actions and the barricade increases to a 3 squares wide and 2 deep. Its regeneration ability increases by 3 +
-    * Emergency Battery Power-Cell: the barricade has AC 15, 150 Shield HP, Shield HP DR 4, its duration increases by +4 actions, the barricade increases to a 3 squares wide and 2 deep square and the barricade’s height increased by +0.5m making it a three-quarters cover for Medium size characters. Its regeneration ability increases by 5 +
- +
-==== Rank 1 ====+
  This power has the following statistics:  This power has the following statistics:
     * Duration: 4 actions     * Duration: 4 actions
-==== Rank 2 ==== +=== Rank 2 === 
- This power has the following statistics+Changes
-   This power consumes only 1/2 of the Power-Cell, effectively allowing the character to use the same Power-Cell twice to activate this power. However, once the Power-Cell is used to activate a Barricade once, its normal effects can no longer be used. +    * Shield HP regeneration increased to 6 per action 
-Rank 3: This power has the following statistics: + 
-• Characters inside the barricade regenerate 3 Shield HP per +=== Rank 3 === 
-action, but only if they have Shield HP. +Changes: 
-• This power consumes only 1/2 of the Power-Cell, effectively +    Duration: 5 actions 
-allowing the character to use the same Power-Cell twice to +=== Rank 4 === 
-activate this power. However, once the Power-Cell is used to +This power gains one of the following upgrades: 
-activate a Barricade once, its normal effects can no longer be +
-used. +
-• Duration: 5 actions +
-Rank 4This power gains one of the following upgrades:+
 Duration: Duration:
-• Increase duration by +2 actions. +   Increase duration by +2 actions. 
-Power Consumption+Height
-• This power consumes only 1/3 of the Power-Cell, +   * Increase height to 1 square(1.5m). Allows medium character to stand behind it for 3/4 cover and fire over or lean down while standing and be in cover
-effectively allowing the character to use the same Power- + 
-Cell three times to activate this powerHowever, once the +=== Rank 5 === 
-Power-Cell is used to activate a Barricade once, its normal +This power gains one of the following upgrades: 
-effects can no longer be used +
-Rank 5This power gains one of the following +
-upgrades:+
 Weapon Feedback: Weapon Feedback:
-• While inside the barricade, characters gain ++   While inside the barricade, characters gain +bonus damage (multiplied on a critical hit) per shot/ attack and have their total recoil penalty reduced by 1.
-bonus damage (multiplied on a critical hit) per shot/ +
-attack and have their total recoil penalty reduced by +
-1.+
 Power Feedback: Power Feedback:
-• While inside the barricade, characters have the DCs +   While inside the barricade, characters have the DCs of their powers increased by 2, have the damage dealt by their powers (if any and except Ammo powers) increased by +2 and their powers require 1 less Tech or Biotic point to activate(minimum 1)
-of their powers increased by 2, have the damage dealt +=== Rank 6 === 
-by their powers (if any and except Ammo powers) +This power gains one of the following upgrades: 
-increased by +2 and their powers require 1 less Tech or + 
-Biotic point to activate. +Regeneration
-Rank 6This power gains one of the following upgrades: +   * Barricade now regenerates Shield HP to all characters inside it, regardless of whether the character still has Shield HP left or not. 
-Regeneraton+Healing
-• Barricade now regenerates Shield HP to all characters +   * Barricade now regenerates HP to all characters inside it at one point/action. 
-inside it, regardless of whether the character still has + 
-Shield HP left or not. + 
-Electric Defense+==== Bullet Rain ==== 
-• Any creature that stands adjacent to the barricade’s +
-front (the side opposite to the barricade’s entrance) takes +
-2d6 points of damage, +1d6 if the creature is a synthetic +
-creature, +1d6 if the creature has Shield HP. Creatures that +
-take damage from the barricade are charged with electric +
-energy for 2 actions, allowing others to detonate those +
-creatures with any tech power that does damage to Shield +
-HP. The detonation deals 4d6 points of damage and affects +
-all in a 10-ft radius. +
-Blade Armor +
-Reinforce armor with razor sharp blades that damages enemies +
-that melee you. +
-Prerequisite: Electronics 3 ranks, Repair 4 ranks, Knowledge +
-(physics) 3 ranks, Batarian race +
-Target: Self (D) +
-Activation: 1 action +
-Duration: Until dismissed +
-Effect: This power creates many razor sharp blades around the +
-user’s armor, granting the user increased damage, DR and the +
-ability to reflect melee damage, at the cost of increasing the +
-cooldown of any power used while its activated. This power can +
-be used a number of times per encounter equal to Wis modifier +1 +
-(minimum of 1). +
-In ranks 4, 5 and 6, choose one of two different permanent effects at +
-each rank. +
-Cooldown: 3 actions after Blade Armor is dismissed +
-Note: This power has no effect on attacks and abilities that instantly +
-kill the target (regardless of HP) and it has no effect on attacks +
-and melee abilities used by creatures one or more sizes larger than the +
-character. +
-Rank 1: This power has the following statistics: +
-• Damage Reduction of 1 +
-• Melee bonus damage: +1d3 +
-• Cooldown of other powers is increased by 2 actions. This includes +
-the following abilities as well: First Aid and Shield Boost. +
-• Half of melee damage received is also dealt to the attacker +
-(rounded down) +
-Rank 2: This power has the following statistics: +
-• Damage Reduction of 1 +
-• Melee bonus damage: +1d4 +
-• Cooldown of other powers is increased by 2 actions. This +
-includes the following abilities as well: First Aid and Shield Boost. +
-• Half of melee damage received is also dealt to the attacker +
-(rounded down) +
-• Cooldown reduced to 2 actions. +
-Rank 3: This power has the following statistics: +
-• Damage Reduction of 1 +
-• Melee bonus damage: +1d6 +
-• Cooldown of other powers is increased by 2 actions. This +
-includes the following abilities as well: First Aid and Shield +
-Boost. +
-• Half of melee damage received is also dealt to the attacker +
-(rounded down) +
-• Cooldown reduced to 2 actions. +
-Rank 4: This power gains one of the following upgrades: +
-Durability: +
-• Increases Damage Reduction by 1 +
-Melee Damage: +
-• Melee bonus damage changed to +1d8 +
-Rank 5: This power gains one of the following upgrades: +
-Shield Recharge: +
-• While this power is active, the razor blades slowly +
-regenerate the character’s shields at the rate of 1 point +
-per action. +
-Damage Returned: +
-• Now all melee damage received is dealt to the +
-attacker. +
-Rank 6: This power gains one of the following +
-upgrades: +
-Power Recharge: +
-• The cooldown increase of other powers is reduced +
-by 1 action. +
-Durability: +
-• Increases Damage Reduction by 1 +
-Bullet Rain+
 Increase skill with submachine guns. Increase skill with submachine guns.
-Prerequisite: BAB +0, proficiency with Submachine +   *Prerequisite: BAB +0, proficiency with Submachine Guns. 
-Guns. +   * Activation: 1 Free Action 
-Activation: 1 Free Action +   * Effect: Increase character’s skill with submachine guns. This power can be used a number of times per encounter equal to Wisdom modifier +1 (minimum of 1). 
-Effect: Increase character’s skill with submachine +
-guns. This power can be used a number of times per +
-encounter equal to Wisdom modifier +1 (minimum of +
-1).+
 In ranks 4, 5 and 6, choose one of two different In ranks 4, 5 and 6, choose one of two different
 permanent effects at each rank. permanent effects at each rank.
-Rank 1This power has the following statistics: + 
-• Increase rate of fire with submachine guns, wielded +=== Rank 1 === 
-by the character, by 1 while this power is active. + This power has the following statistics: 
-• Lasts for 2 actions. +   * Increase rate of fire with submachine guns, wielded by the character, by 1 while this power is active. 
-• Cooldown: 4 actions. +   * Lasts for 2 actions. 
-Rank 2: This power has the following statistics: +   * Cooldown: 4 actions. 
-• Increase rate of fire with submachine guns, wielded by +=== Rank 2 === 
-the character, by 1 while this power is active. +Changes
-• Lasts for 2 actions. +   * Cooldown: 3 actions. 
-• Cooldown: 3 actions. +=== Rank 3 === 
-Rank 3Upon attaining this rank, the clip size of any +Upon attaining this rank, The character has more efficient heat management with submachine guns that are grav. Any gun gets +25% shots from same cooling clip or generates 25% less heat. For classical submachine guns can safely carry chambered round. 
-submachine gun, wielded by the character, is increased by + 
-4 (this is a permanent bonus). In addition, this power has the +Changes;
-following statistics: +
-• Increase rate of fire with submachine guns, wielded by the +
-character, by 1 while this power is active.+
 • Lasts for 3 actions. • Lasts for 3 actions.
-• Cooldown: 3 actions. +=== Rank 4 === 
-Rank 4This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Stability Synergy: Stability Synergy:
-• Reduce total recoil penalty of submachine guns by 2 while +   Reduce total recoil penalty of submachine guns by 2 while this power is active.
-this power is active.+
 Firing Rate: Firing Rate:
-• Increase rate of fire with submachine guns, wielded by the +   Increase rate of fire with submachine guns, wielded by the character, by 1 while this power is active. 
-character, by 1 while this power is active. +=== Rank 5 === 
-Rank 5Upon attaining this rank, the critical threat range of any + Upon attaining this rank, the critical threat range of any submachine gun, wielded by the character, is increased by 1 when aiming(this is a permanent bonus). In addition, this power gains one of the following upgrades: 
-submachine gun, wielded by the character, is increased by 1 (this +
-is a permanent bonus). In addition, this power gains one of the +
-following upgrades:+
 Duration: Duration:
-• Increase Bullet Rain duration by 1 action.+   *Increase Bullet Rain duration by 1 action.
 Headshots: Headshots:
-• Increase critical multiplier of submachine guns, wielded by the +   Increase critical multiplier of submachine guns, wielded by the character, by 1 while this power is active. 
-character, by 1 while this power is active. +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Recharge Speed: Recharge Speed:
-• Reduce cooldown by 1 action.+   Reduce cooldown by 1 action.
 Accuracy: Accuracy:
-• Reduce total recoil penalty of submachine guns by 2 while this +   Reduce total recoil penalty of submachine guns by 2 while this power is active. 
-power is active. + 
-Carnage+==== Carnage ====
 Increase skill with shotguns. Increase skill with shotguns.
-Prerequisite: BAB +0, proficiency with Shotguns. + 
-Activation: 1 action +    * Prerequisite: BAB +0, proficiency with Shotguns. 
-Effect: Increase character’s skill with shotguns. This power can be +    Activation: 1 action 
-used a number of times per encounter equal to Wis modifier +1 +    Effect: Increase character’s skill with shotguns. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1). 
-(minimum of 1).+
 In ranks 4, 5 and 6, choose one of two different permanent effects In ranks 4, 5 and 6, choose one of two different permanent effects
 at each rank. at each rank.
-Rank 1This power has the following statistics: + 
-• Empty at least half an entire shotgun ammo clip (or an entire +=== Rank 1 === 
-one if the weapon is a SS weapon) to launch a blast against the +This power has the following statistics: 
-target. A normal attack must be made to see if blast hits the +   * Fire 4 shots from a shotgun to launch a blast against the target. A normal attack must be made to see if blast hits the target. 
-target. +   * Target must be within 12 squares
-• Target must be up to 60 ft away+   * Damage dealt: critical hit damage to target, half that to adjacent creatures. If the weapon deals extra damage to targets within range, that damage is also dealt. 
-• Damage dealt: critical hit damage to target, half that to +   * If the target of the Carnage is on fire and this ability kills him, the blast area increases by 1 square and affected creatures are caught on fire, with no save to avoid. 
-adjacent creatures. If the weapon deals extra damage to +   * Cooldown: 4 actions. 
-targets within range, that damage is also dealt. +=== Rank 2 === 
-• If the target of the Carnage is on fire and this ability kills +   * Cooldown: 3 actions. 
-him, the blast area increases by 5 ft and affected creatures +=== Rank 3 === 
-are caught on fire, with no save to avoid. +Upon attaining this rank, the critical threat range of shotguns, wielded by the character, increase by 1 when using the aim action(this is a permanent bonus). In addition, this power has the following statistics: 
-• Cooldown: 4 actions. +   * Damage dealt: critical hit damage +2d6 to target, half that to adjacent creatures. If the weapon deals extra damage to targets within range, that damage is also dealt. 
-Rank 2: This power has the following statistics: +=== Rank 4 === 
-• Empty at least half an entire shotgun ammo clip (or an +This power gains one of the following upgrades: 
-entire one if the weapon is a SS weapon) to launch a blast +
-against the target. A normal attack must be made to see if +
-blast hits the target. +
-• Target must be up to 60 ft away. +
-• Damage dealt: critical hit damage to target, half that to +
-adjacent creatures. If the weapon deals extra damage to +
-targets within range, that damage is also dealt. +
-• If the target of the Carnage is on fire and this ability +
-kills him, the blast area increases by 5 ft and affected +
-creatures are caught on fire, with no save to avoid. +
-• Cooldown: 3 actions. +
-Rank 3Upon attaining this rank, the critical threat +
-range of shotguns, wielded by the character, increase +
-by 1 (this is a permanent bonus). In addition, this +
-power has the following statistics: +
-• Empty at least half an entire shotgun ammo clip +
-(or an entire one if the weapon is a SS weapon) to +
-launch a blast against the target. A normal attack +
-must be made to see if blast hits the target. +
-• Target must be up to 60 ft away. +
-• Damage dealt: critical hit damage +1d6 to target, +
-half that to adjacent creatures. If the weapon deals +
-extra damage to targets within range, that damage +
-is also dealt. +
-• If the target of the Carnage is on fire and this ability +
-kills him, the blast area increases by 5 ft and affected +
-creatures are caught on fire, with no save to avoid. +
-• Cooldown: 3 actions. +
-Rank 4This power gains one of the following +
-upgrades:+
 Radius: Radius:
-• Increase blast radius by 5 ft. Targets in the blast area +   *Increase blast radius by 1 square. Targets in the blast area take as much damage as the target.
-take as much damage as the target.+
 Damage: Damage:
-• Increase blast damage by +1d6+   Increase blast damage by +2d6
-Rank 5This power gains one of the following upgrades:+=== Rank 5 === 
 + This power gains one of the following upgrades: 
 Incapacitate: Incapacitate:
-• The target of the blast is dazed for 1 action.+   The target of the blast is dazed for 1 action.
 Recharge Speed: Recharge Speed:
-• Reduce cooldown by 1 action. +   Reduce cooldown by 1 action. 
-Rank 6Upon attaining this rank, the critical threat range of +=== Rank 6 === 
-shotguns, wielded by the character, increase by 1 (this is a +Upon attaining this rank, the critical threat range of shotguns, wielded by the character, increase by 1 when using the aim action (this is a permanent bonus). In addition, this power gains one of the
-permanent bonus). In addition, this power gains one of the+
 following upgrades: following upgrades:
 +
 Armor Damage: Armor Damage:
-• If target still has Plating, increase the critical multiplier of +   If target still has Plating, increase the critical multiplier of the shotgun by 1 for the purpose of determining the blast’s damage.
-the shotgun by 1 for the purpose of determining the blast’s +
-damage.+
 Damage: Damage:
-• Increase blast damage by +1d6. +   Increase blast damage by +1d6. 
-Cluster Grenade+ 
 +==== Cluster Grenade ====
 Lob a biotic-infused grenade at your enemies and watch them fly. Lob a biotic-infused grenade at your enemies and watch them fly.
-Prerequisite: Biotics ranks, able to use one Biotic power. +   Prerequisite: Biotics ranks, able to use one Biotic power. 
-Activation: None. Character can choose to use this power when +   * Activation: None. Character can choose to use this power when he or she throws a grenade. 
-he or she throws a grenade. +   * Effect: The character can infuse his grenades with biotic power to have the creatures in the area by the grenade blast fly into the air until the beginning of their next available action. When this duration ends, they take falling damage normally, but do not risk damaging the body with the fall. Affected creatures can save to avoid being sent flying. All rules for throwing grenades still apply normally. 
-Effect: The character can infuse his grenades with biotic power to +   * Save: Fortitude save negates flying effect. DC equals 12 + Electronics ranks divided by 2. 
-have the creatures in the area by the grenade blast fly into the air +
-until the beginning of their next available action. When this duration +
-ends, they take falling damage normally, but do not risk damaging +
-the body with the fall. Affected creatures can save to avoid being +
-sent flying. All rules for throwing grenades still apply normally.+
 In ranks 4, 5 and 6, choose one of two different permanent effects at In ranks 4, 5 and 6, choose one of two different permanent effects at
 each rank. each rank.
-Save: Fortitude save negates flying effect. DC equals 12 + + 
-Electronics ranks divided by 2. +=== Rank 1 === 
-Rank 1This power has the following statistics: + This power has the following statistics: 
-• Grenade deals 3d6 points of damage. +   * Grenade deals 4d6 points of damage. 
-• Radius: 15 ft +   * Radius: 3 squares 
-• Creatures are sent flying 10 ft into the air. +   * Creatures are sent flying 2 squares into the air. 
-Rank 2This rank does not increase the power’s statistics. Instead, it + 
-increases the character’s grenade capacity by 1. This is a permanent +=== Rank 2 === 
-bonus. +This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. 
-Rank 3: This power has the following statistics+=== Rank 3 === 
-• Grenade deals 4d6 points of damage. +Changes
-• Radius: 15 ft +   * Grenade deals 6d6 points of damage. 
-• Creatures are sent flying 10 ft into the air. +=== Rank 4 === 
-Rank 4This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Damage: Damage:
-• Increase damage by 1d6+   Increase damage by 1d6
 Radius: Radius:
-• Increase radius by 5 ft. +   Increase radius by 1 square 
-Rank 5This power gains one of the following upgrades:+=== Rank 5 === 
 +This power gains one of the following upgrades: 
 Maximum Grenades: Maximum Grenades:
-• This upgrade permanently increases the character’s grenade +   This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
-carrying capacity by 1.+
 Damage Combo: Damage Combo:
-• Creatures sent flying with this power have the damage +   Creatures sent flying with this power have the damage reduction of their armor reduced by for the next two actions. 
-reduction of their armor reduced by for the next two +=== Rank 6 === 
-actions. +This power gains one of the following upgrades: 
-Rank 6This power gains one of the following upgrades:+
 Damage & Force: Damage & Force:
-• Increase damage by 1d6+   Increase damage by 2d6
-• Increase flying distance by 5 ft.+   * Increase flying distance by 1 square
 Stronger Lift: Stronger Lift:
-• Increase the Fortitude save DC by 2. +   *Increase the Fortitude save DC by 2. 
-Concussive Shot+ 
 + 
 +==== Concussive Shot ==== 
 Flatten your enemy with a precise blast of your weapon. Flatten your enemy with a precise blast of your weapon.
-Prerequisite: BAB +0, Electronics 1 rank. Unlike other +    *Prerequisite: BAB +0, Electronics 1 rank. Unlike other powers, the skill ranks prerequisites increase by +1 instead of +2. 
-powers, the skill ranks prerequisites increase by +1 +   * Target: Self (D) 
-instead of +2. +   * Activation: Along with the attack 
-Target: Self (D) +   * Effect: This power alters the character’s weapon to deliver a single shot with more impact force. The shot travels faster and when it connects explodes sending the target back. Affected targets can save to avoid being pushed back. 
-Activation: Along with the attack +   * This power can be used a number of times per encounter equal to Wisdom modifier +1 (minimum of 1). 
-Effect: This power alters the character’s weapon to +   * Save: Fortitude save negates flying effect. DC equals 12+ Electronics ranks divided by 2. 
-deliver a single shot with more impact force. The shot + 
-travels faster and when it connects explodes sending +
-the target back. Affected targets can save to avoid +
-being pushed back.+
 To use this attack, the character must make a To use this attack, the character must make a
 normal One-Shot attack. He must decide to use this normal One-Shot attack. He must decide to use this
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 ammo properties. Even if the attack resulted on a ammo properties. Even if the attack resulted on a
 critical hit, this power’s statistics remain the same, critical hit, this power’s statistics remain the same,
-unless otherwise stated. This power can be used a +unless otherwise stated.  
-number of times per encounter equal to Wisdom +
-modifier +1 (minimum of 1).+
 In ranks 4, 5 and 6, choose one of two different In ranks 4, 5 and 6, choose one of two different
 permanent effects at each rank. permanent effects at each rank.
-Save: Fortitude save negates flying effect. DC equals 12 + 
-+ Electronics ranks divided by 2. + 
-Rank 1This power has the following statistics: +=== Rank 1 === 
-• Power deals 1d6 damage. +This power has the following statistics: 
-• The target is pushed back 5 ft away and falls prone. +    Power deals 1d6 damage. 
-• Cooldown: 3 actions. +    The target is pushed back 1 square away and falls prone. 
-Rank 2: This power has the following statistics: +    Cooldown: 3 actions. 
-• Power deals 1d6 damage. +=== Rank 2 === 
-• The target is pushed back 5 ft away and falls prone. +Changes
-• Cooldown: 2 actions. +    Cooldown: 2 actions. 
-Rank 3: This power has the following statistics+=== Rank 3 === 
-• Power deals 1d6 damage. +Changes
-• The target is pushed back 10 ft away and falls prone. +    The target is pushed back 2 squares away and falls prone. 
-• Cooldown: 2 actions. +=== Rank 4 === 
-Rank 4This power gains one of the following upgrades:+ This power gains one of the following upgrades: 
 Force: Force:
-• Target is pushed back an additional 5 ft+    * Target is pushed back an additional 1 square
-• Increase this power’s damage by 1d6.+    *  Increase this power’s damage by 1d6.
 Radius: Radius:
-• Any creature adjacent to the target also takes this power’s +    *  Any creature adjacent to the target also takes this power’s damage and must save or is sent prone. 
-damage and must save or is sent prone. +=== Rank 5 === 
-Rank 5This power gains one of the following upgrades:+ This power gains one of the following upgrades: 
 Shatter: Shatter:
-• If the target is frozen, it takes an additional 1d6 points of damage. +    *  If the target is frozen, it takes an additional 2d6 points of damage. 
-• If the target is frozen, it is pushed back an additional 10 ft.+    *  If the target is frozen, it is pushed back an additional 2 squares.
 Recharge Speed: Recharge Speed:
-• Reduce cooldown to 1 action. +    *  Reduce cooldown to 1 action. 
-Rank 6This power gains one of the following upgrades:+=== Rank 6 === 
 + This power gains one of the following upgrades: 
 Amplification: Amplification:
-• This shot now includes the effects of the normal attack, so it adds +    *  This shot now includes the effects of the normal attack, so it adds weapon damage (normally multiplied if the attack resulted on a critical hit), as well as the Ammo power applied to the weapon. 
-weapon damage (normally multiplied if the attack resulted on a +
-critical hit), as well as the Ammo power applied to the weapon.+
 Devastating: Devastating:
-• Organic targets with no Shield HP or Plating take extra 2d6 +    *  Organic targets with no Shield HP or Plating take extra 3d6 points of damage and are sent back an additional 2 squares
-points of damage and are sent back an additional 10 ft+    *  Increase cooldown increase of others powers by 1 action. 
-• Increase cooldown increase of others powers by 1 action. + 
-Flashbang Grenade+ 
 +==== Flashbang Grenade ==== 
 Throw a disorienting, concussive charge that inflicts minor Throw a disorienting, concussive charge that inflicts minor
 damage and incapacitates all nearby targets. damage and incapacitates all nearby targets.
-Prerequisite: Damping 4 ranks, Decryption 4 ranks, Electronics + 
-ranks, Repair 8 ranks. + 
-Activation: None. Character can choose to use this power +   Prerequisite: Computers 2 ranks, Electronics ranks, Engineering 6 ranks 
-when he or she throws a grenade. +   * Activation: None. Character can choose to use this power when he or she throws a grenade. 
-Effect: The character can alter his grenades to release a +   * Effect: The character can alter his grenades to release a flashbang blast. This blast deals little damage to creatures in the area but dazes targets and incapacitates them.  
-flashbang blast. This blast deals little damage to creatures +   * Save: Fortitude save negates the daze effect; Will save negates the disabling effect. DC equals 12 + Decryption ranks divided by 2. 
-in the area but dazes targets and incapacitates them. For + 
-the duration of the incapacitate feature of this power, the+For the duration of the incapacitate feature of this power, the
 affected creature’s weapons overheat and can’t be used, affected creature’s weapons overheat and can’t be used,
 the omni-tool is jammed so it cannot be used and no Tech the omni-tool is jammed so it cannot be used and no Tech
 or Biotic power can be used as well (though any power or Biotic power can be used as well (though any power
 already activated remains active). already activated remains active).
 +
 When ranks 5 and 6 are attained, the character When ranks 5 and 6 are attained, the character
 must choose one of two different effects for each must choose one of two different effects for each
 rank. rank.
-Save: Fortitude save negates the daze effect; Will + 
-save negates the disabling effect. DC equals 12 + +=== Rank 1 === 
-Decryption ranks divided by 2. +This power has the following statistics: 
-Rank 1This power has the following statistics: +   * Grenade deals 1d6 points of damage. 
-• Grenade deals 1d6 points of damage. +   * Daze duration: 1 actions (first action of affected creature’s turn). 
-• Daze duration: 1 actions (first action of affected +   * Incapacitate duration: 1 actions (first action of affected creature’s turn). 
-creature’s turn). +   * Radius: 4 squares 
-• Incapacitate duration: 1 actions (first action of +=== Rank 2 === 
-affected creature’s turn). +This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. 
-• Radius: 20 ft +=== Rank 3 === 
-Rank 2This rank does not increase the power’s statistics. +Changes
-Instead, it increases the character’s grenade capacity by +   * Incapacitate duration: 2 actions. 
-1. This is a permanent bonus. +   * Radius: 5 squares 
-Rank 3: This power has the following statistics: +=== Rank 4 === 
-• Grenade deals 1d6 points of damage. +Changes
-• Daze duration1 actions (first action of affected +   * Daze duration: 2 actions. 
-creature’s turn). +   * Incapacitate duration: 2 actions. 
-• Incapacitate duration: 2 actions. + 
-• Radius: 25 ft +=== Rank 5 === 
-Rank 4: This power has the following statistics: + This power gains one of the following upgrades: 
-• Grenade deals 1d6 points of damage. +
-• Daze duration: 2 actions. +
-• Incapacitate duration: 2 actions. +
-• Radius: 25 ft +
-Rank 5This power gains one of the following upgrades:+
 Maximum Grenades: Maximum Grenades:
-• This upgrade permanently increases the character’s grenade +   This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
-carrying capacity by 1.+
 Frag Grenade: Frag Grenade:
-• Increase grenade damage to 3d6+   Increase grenade damage to 4d6.  
-Rank 6This power gains one of the following upgrades:+ 
 +=== Rank 6 === 
 + This power gains one of the following upgrades: 
 Improved Flashbang Grenade: Improved Flashbang Grenade:
-• Increase save DC of this power by +2. +   Increase save DC of this power by +2. 
-• Increase radius by 5 ft.+   * Increase radius by 1 squares
 Senses Overload: Senses Overload:
-• Increase daze and incapacitate duration by 1 action. +   Increase daze and incapacitate duration by 1 action. 
-Fortification+ 
 +==== Fortification ==== 
 A visible white shield surrounds you and your armor. A visible white shield surrounds you and your armor.
-Prerequisite: Electronics 3 ranks, proficiency with medium armor+    * Prerequisite:  Electronics 1 rank proficiency with medium armorUnlike other powers, the skill ranks prerequisites increase by +1 instead of +2. 
-Unlike other powers, the skill ranks prerequisites increase by +1 +    Target: Self (D) 
-instead of +2. +    Activation: 1 action 
-Target: Self (D) +    Effect: This power surrounds the character with a white-like solid barrier, created by reinforcing the armor using protective Foucault currents. 
-Activation: 1 action +    * This power provides a certain amount of DR to the character’s HP, Shield HP and Plating HP, at the cost of increasing the cooldown of any power used while this lasts and reducing character’s speed. 
-Effect: This power surrounds the character with a white-like solid +
-barrier, created by reinforcing the armor using protective Foucault +
-currents. This power provides a certain amount of DR to the character’s +
-HP, Shield HP and Plating HP, at the cost of increasing the cooldown of +
-any power used while this lasts and reducing character’s speed.+
 The character can purge the current (thus dismissing this power), to The character can purge the current (thus dismissing this power), to
 charge his/her gauntlets/fists and gain a damage bonus on melee charge his/her gauntlets/fists and gain a damage bonus on melee
 attacks for a certain duration. This power can be used a number of attacks for a certain duration. This power can be used a number of
 times per encounter equal to Wis modifier +1 (minimum of 1). times per encounter equal to Wis modifier +1 (minimum of 1).
 +
 In ranks 4, 5 and 6, choose one of two different permanent effects In ranks 4, 5 and 6, choose one of two different permanent effects
 at each rank. at each rank.
-Rank 1This power has the following statistics: + 
-• Damage Reduction of 1+=== Rank 1 === 
-• Melee bonus Damage: +1d6. This damage is multiplied on +This power has the following statistics: 
-critical hits. +    *  Damage Reduction of 2
-• Melee bonus damage lasts: 4 actions +    *  Melee bonus Damage: +1d8. This damage is multiplied on critical hits. 
-• Cooldown of other powers is increased by 2 actions. This +    *  Melee bonus damage lasts: 4 actions 
-includes the following abilities as well: First Aid and Shield +    *  Cooldown of other powers is increased by 2 actions. This includes Shield Boost. 
-Boost. +    *  Character speed is reduced by 2 squares 
-• Character speed is reduced by 10 ft. +    *  Cooldown: 4 actions. 
-• Cooldown: 4 actions. +=== Rank 2 === 
-Rank 2This power has the following statistics: + This power has the following statistics: 
-• Damage Reduction of 1. +    *  Cooldown: 3 actions. 
-• Melee bonus Damage: +1d6. This damage is multiplied on +=== Rank 3 === 
-critical hits. + This power has the following statistics: 
-• Melee bonus damage lasts: 4 actions +    *  Melee bonus Damage: +2d8. This damage is multiplied on critical hits. 
-• Cooldown of other powers is increased by 2 actions. This +=== Rank === 
-includes the following abilities as well: First Aid and Shield + This power gains one of the following upgrades: 
-Boost. +
-• Character speed is reduced by 10 ft. +
-• Cooldown: 3 actions. +
-Rank 3This power has the following statistics: +
-• Damage Reduction of 1. +
-• Melee bonus Damage: +2d6. This damage is multiplied +
-on critical hits. +
-• Melee bonus damage lasts: actions +
-• Cooldown of other powers is increased by 2 actions. +
-This includes the following abilities as well: First Aid +
-and Shield Boost. +
-• Character speed is reduced by 10 ft. +
-• Cooldown: 3 actions. +
-Rank 4: This power gains one of the following +
-upgrades:+
 Durability: Durability:
-• Increase damage reduction by 1.+    *  Increase damage reduction by 2.
 Melee Damage: Melee Damage:
-• Increase melee damage by +1d6. This damage is +    *  Increase melee damage by +1d8. This damage is multiplied on critical hits. 
-multiplied on critical hits. +=== Rank 5 === 
-Rank 5This power gains one of the following + This power gains one of the following upgrades: 
-upgrades:+
 Shield Recharge: Shield Recharge:
-• While this power is active, the Foucault current +    *  While this power is active, the Foucault current slowly regenerate the character’s shields at the rate of 2 points per action.
-slowly regenerate the character’s shields at the rate +
-of 1 point per action.+
 Power Synergy: Power Synergy:
-• The cooldown increase of other powers is reduced +    *  The cooldown increase of other powers is reduced by 1 action. 
-by 1 action. +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+ This power gains one of the following upgrades: 
 Lighter Currents: Lighter Currents:
-• Character’s speed is no longer reduced.+    *  Character’s speed is no longer reduced.
 Durability: Durability:
-• Increase barrier’s Damage Reduction by 1. +    *  Increase barrier’s Damage Reduction by 2. 
-Geth Shield Pulse + 
-You can redirect your kinetic barriers into pulses that damages + 
-your enemies at the cost of shield strength. +==== Homing Grenade ==== 
-Prerequisite: Electronics 6 ranks, Repair 6 ranks, Knowledge +
-(technology) 3 ranks, geth race only (cannot be selected by +
-other races even through Unique Specializations) +
-Target: All enemies in area +
-Activation: actions +
-Area: Varies with specialization +
-Cooldown: 1 action +
-Effect: By manipulating your shields, you can use your shields +
-to release damaging pulsesUsing this power, however, +
-removes your Shield HP as you damage those around you. This +
-power lasts for as long as you maintain it but using it prevents +
-you from doing anything else since you also compact yourself +
-into an almost fetal position (you gain bonuses to Defense as if +
-you were prone). It takes one action to end this power, after which +
-the cooldown kicks in (during this action you also get up back into +
-normal position). In addition, enemies affected by this power are +
-also dazed for 1 action. Fortitude save negates this daze effect. +
-Power’s statistics vary with rank. +
-If you lose all Shield HP while using this power, it automatically +
-ends but you must still spend an action to get back from the prone +
-position. While this power is active you cannot gain Shield HP in any +
-way. +
-This power can be used a number of times per encounter equal to 1 + +
-Intelligence modifier (minimum of 1). +
-In ranks 4, 5 and 6, choose one of two different permanent effects at +
-each rank. +
-Save: Fortitude save negates daze effect. DC equals 12 + Electronic +
-ranks divided by 2. +
-Note: This power cannot be selected by any race other than geth, +
-not even through Unique Specializations. In addition, enemies killed +
-by this power are vaporized, along with all equipment and loot they +
-might have. +
-Rank 1: This power has the following statistics: +
-• When you activate this power you deal 1d6 points of damage to +
-each enemy in the area. +
-• When you activate this power you lose a number of Shield HP +
-equal to half to total damage dealt. +
-• Any enemy that ends an action within the power’s area takes 1d4 +
-points of damage and you lose 1 Shield HP. +
-• This power affects an area of 10 ft radius. +
-Rank 2: This power has the following statistics: +
-• When you activate this power you deal 2d6 points of damage +
-to each enemy in the area. +
-• When you activate this power you lose a number of Shield HP +
-equal to half to total damage dealt. +
-• Any enemy that ends an action within the power’s area takes +
-1d4 points of damage and you lose 1 Shield HP. +
-• This power affects an area of 10 ft radius. +
-Rank 3: This power has the following statistics: +
-• When you activate this power you deal 2d6 points of +
-damage to each enemy in the area. +
-• When you activate this power you lose a number of Shield +
-HP equal to half to total damage dealt. +
-• Any enemy that ends an action within the power’s area +
-takes 1d4 points of damage and you lose 1 Shield HP. +
-• This power affects an area of 15 ft radius. +
-Rank 4: Upon attaining this rank, this power gains one of +
-the following upgrades: +
-Radius: +
-• Increase area of effect by 5 ft. +
-Damage: +
-• Increase initial damage by 1d6 point. +
-• Increase damage per action by 1d4 point. You lose 1 +
-additional Shield HP. +
-Rank 5: This power gains one of the following upgrades: +
-Mobility: +
-• You can now have this power active and act +
-normally. You no longer require one action to end this +
-power (since you no longer go into a compact prone +
-position). You must now spend one free action to end +
-this power. +
-Wave Length: +
-• Damage dealt by this power now bypasses all +
-existing DR of the affected creatures. +
-Rank 6: This power gains one of the following +
-upgrades: +
-Greater Pulse: +
-• Increase area of effect by 5 ft. +
-• You can activate this power with 1 action. +
-Greater Damage: +
-• Increase initial damage by 1d6 point. +
-• Increase damage per action by 1d4 point. You lose +
-1 additional Shield HP. +
-Homing Grenade+
 Launch this seeking grenade to track down a target, Launch this seeking grenade to track down a target,
 causing a massive explosion on impact. causing a massive explosion on impact.
-Prerequisite: Electronics ranks, Repair 7 ranks. + 
-Activation: None. Character can choose to use this power +    * Prerequisite: Electronics ranks, Engineer 5 ranks 
-when he or she throws a grenade. +    Activation: None. Character can choose to use this power when he or she throws a grenade. 
-Range: 40 ft +    Range: 40 ft 
-Effect: The character can choose to throw a grenade +    Effect: The character can choose to throw a grenade against a specific target.  
-through his omni-tool, but against a specific target. Doing +    * Doing so causes the grenade to fly and seek that target, dealing damage on impact.  
-so causes the grenade to fly and seek that target, dealing +    * Because of the hooming seeking abilities of the grenade, cover and movement bonuses to the target’s Defense are halved.  
-damage on impact. Because of the hooming seeking +    * The character must succeed on a ranged touch attack to affect the target. 
-abilities of the grenade, cover and movement bonuses to +
-the target’s Defense are halved. The character must succeed +
-on a ranged touch attack to affect the target.+
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
-Note: because this power fires the grenade from the omni- + 
-tool, instead of being the character using his Strength to +=== Rank 1 === 
-throw it, there is a specific range for the power which is not + This power has the following statistics: 
-dependant on the character’s Strength. +    *  Grenade deals 7d6 points of damage to the target. 
-Rank 1This power has the following statistics: +=== Rank 2 === 
-• Grenade deals 5d6 points of damage to the target. + This rank does not increase the power’s statistics. 
-Rank 2This rank does not increase the power’s statistics. +    Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. 
-Instead, it increases the character’s grenade capacity by 1. This is +=== Rank 3 === 
-a permanent bonus. + This power has the following statistics: 
-Rank 3This power has the following statistics: +    *  Grenade deals 9d6 points of damage to the target. 
-• Grenade deals 6d6 points of damage to the target. +=== Rank 4 === 
-Rank 4This power gains one of the following upgrades:+ This power gains one of the following upgrades: 
 Damage: Damage:
-• Increase damage by 1d6+    *  Increase damage by 2d6
 Impact Radius: Impact Radius:
-• Creatures adjacent to the target now take half the damage dealt. +    *  Creatures adjacent to the target now take half the damage dealt. 
-Rank 5This power gains one of the following upgrades:+ 
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 Capacity: Capacity:
-• This upgrade permanently increases the character’s grenade +    *  This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
-carrying capacity by 1.+
 Fire Damage: Fire Damage:
-• Targets damaged by this power are caught on fire, taking 1d6 fire +    *  Targets damaged by this power are caught on fire, taking 2d6 fire damage per action for 2 actions. 
-damage per action for 2 actions. +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+ This power gains one of the following upgrades: 
 Armor Damage: Armor Damage:
-• Deal 50% more damage against Plating HP. +    *  Deal 50% more damage against Plating HP. 
-• Reduce target’s Plating HP DR by for 3 actions.+    *  Reduce target’s Plating HP DR by for 3 actions.
 Split Grenade: Split Grenade:
-• The grenade splits and seeks two different targets (only one +    *  The grenade splits and seeks two different targets (only one grenade is consumed). A ranged touch attack roll must still be made against each target. If it hits, it deals only 50% of normal damage. Targets must still be in range and no more than 40 ft away from each other. 
-grenade is consumed). A ranged touch attack roll must still be + 
-made against each target. If it hits, it deals only 50% of normal +==== Inferno Grenade ==== 
-damage. Targets must still be in range and no more than 40 ft away +
-from each other. +
-Inferno Grenade+
 Cluster-bomb a small area with plasma fire. Cluster-bomb a small area with plasma fire.
-Prerequisite: Repair 2 ranks. + 
-Activation: None. Character can choose to use this power when +   Prerequisite: Electronics 1 rank, Engineering 1 rank 
-he or she throws a grenade. +   * Activation: None. Character can choose to use this power when he or she throws a grenade. 
-Effect: The character throws a grenade filled plasma that cover +   * Effect: The character throws a grenade filled plasma that cover the blast area with fire, dealing damage to anyone within, or that enters, the affected area. 
-the blast area with fire, dealing damage to anyone within, or +
-that enters, the affected area.+
 An Inferno Grenade explodes immediately after contact with An Inferno Grenade explodes immediately after contact with
 a surface. a surface.
 +
 All rules for throwing grenades still apply normally. All rules for throwing grenades still apply normally.
 +
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
-Rank 1This power has the following statistics: + 
-• Creatures in the area take 1d6 damage for each action +=== Rank 1 === 
-in which they acted within the area or passed through it. +This power has the following statistics: 
-• Radius: 15 ft +   *  Creatures in the area take 1d8 damage for each action in which they acted within the area or passed through it. 
-• Area remains on fire for 3 actions. +   *  Radius: 3 square 
-Rank 2This rank does not increase the power’s statistics. +   * Area remains on fire for 3 actions. 
-Instead, it increases the character’s grenade capacity by 1. +=== Rank 2 === 
-This is a permanent bonus. + This rank does not increase the power’s statistics. 
-Rank 3This power has the following statistics: +Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. 
-• Creatures in the area take 2d6 damage for each action + 
-in which they acted within the area or passed through +=== Rank 3 === 
-it. + This power has the following statistics: 
-• Radius: 15 ft +   * Creatures in the area take 2d8 damage for each action in which they acted within the area or passed through it. 
-• Area remains on fire for 3 actions. +=== Rank 4 === 
-Rank 4This power gains one of the following + This power gains one of the following upgrades: 
-upgrades:+
 Damage: Damage:
-• Increase damage by 1d6+   Increase damage by 1d8
 Radius: Radius:
-• Increase radius by 5 ft. +  * Increase radius by 1 square 
-Rank 5This power gains one of the following +=== Rank 5 === 
-upgrades:+ This power gains one of the following upgrades: 
 Maximum Grenades: Maximum Grenades:
-• This upgrade permanently increases the character’s +   This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
-grenade carrying capacity by 1.+
 Improved Damage: Improved Damage:
-• Increase damage b 1d6+  * Increase damage by 1d8
-Rank 6This power gains one of the following +=== Rank 6 === 
-upgrades:+ This power gains one of the following upgrades: 
 Armor Damage: Armor Damage:
-• Increase damage done to Plating by 2d6.+   *Increase damage done to Plating by 2d8.
 Radius & Duration: Radius & Duration:
-• Area remains on fire for 1 additional action. +   Area remains on fire for 1 additional action. 
-• Increase radius by 5 ft. +   * Increase radius by 1 square 
-Lift Grenade+ 
 +==== Lift Grenade ==== 
 Send biotic-infused grenade at your enemies and watch them Send biotic-infused grenade at your enemies and watch them
 fly. fly.
-Prerequisite: Able to use Pull. +    * Prerequisite: Able to use Pull. 
-Activation: None. Character can choose to use this power +    Activation: None. Character can choose to use this power when he or she throws a grenade. 
-when he or she throws a grenade. +    Effect: The character can infuse his grenades with biotic power to have the creatures in the area by the grenade blast fly. Unlike the Cluster Grenade power, this power keeps the affected creatures in the air for a longer duration, by sacrificing blast damage. When this duration ends, they fall softly on the ground, taking no damage. Affected creatures can save to avoid being sent flying. All rules for throwing grenades still apply normally. 
-Effect: The character can infuse his grenades with biotic +    * Save: Fortitude save negates flying effect. DC equals 12 + Biotic ranks divided by 2. 
-power to have the creatures in the area by the grenade blast +
-fly. Unlike the Cluster Grenade power, this power keeps the +
-affected creatures in the air for a longer duration, by sacrificing +
-blast damage. When this duration ends, they fall softly on +
-the ground, taking no damage. Affected creatures can save +
-to avoid being sent flying. All rules for throwing grenades still +
-apply normally.+
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
-Save: Fortitude save negates flying effect. DC equals 12 + Biotic + 
-ranks divided by 2. +=== Rank 1 === 
-Rank 1This power has the following statistics: +This power has the following statistics: 
-• Grenade deals 2d6 points of damage. +   * Grenade deals 3d6 points of damage. 
-• Radius: 15 ft +   * Radius: 3 squares 
-• Creatures are sent flying 10 ft into the air. +    Creatures are sent flying 2 square into the air. 
-• Creatures remain in the air for 1 action (effectively losing the first +    Creatures remain in the air for 1 action (effectively losing the first action of their next round) 
-action of their next round) +=== Rank 2 === 
-Rank 2This rank does not increase the power’s statistics. Instead, it + This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. 
-increases the character’s grenade capacity by 1. This is a permanent +=== Rank 3 === 
-bonus. +Changes
-Rank 3: This power has the following statistics+   * Grenade deals 4d6 points of damage. 
-• Grenade deals 3d6 points of damage. +=== Rank 4 === 
-• Radius: 15 ft +This power gains one of the following upgrades: 
-• Creatures are sent flying 10 ft into the air. +
-Rank 4This power gains one of the following upgrades:+
 Damage: Damage:
-• Increase damage by 1d6+   Increase damage by 2d6
 Radius: Radius:
-• Increase radius by 5 ft. +   Increase radius by 1 square 
-Rank 5This power gains one of the following upgrades:+=== Rank 5 === 
 + This power gains one of the following upgrades: 
 Improved Radius: Improved Radius:
-• Increase radius by 5 ft.+   Increase radius by 1 square
 Duration: Duration:
-• Creatures remain in the air for 1 additional action. +   *  Creatures remain in the air for 1 additional action. 
-Rank 6This power gains one of the following upgrades:+=== Rank 6 === 
 + This power gains one of the following upgrades: 
 Slam: Slam:
-• After duration ends, the creatures are projected to the ground, +   *  After duration ends, the creatures are projected to the ground, taking normal falling damage. 
-taking normal falling damage. +   * Creatures that are projected to the ground are dazed for 1 action.
-• Creatures that are projected to the ground are dazed for 1 +
-action.+
 Stronger Lift: Stronger Lift:
-• Increase the Fortitude save DC by 2. +   Increase the Fortitude save DC by 2. 
-Marksman+ 
 +==== Marksman ====
 Increase skill with pistols. Increase skill with pistols.
-Prerequisite: BAB +0, proficiency with Pistols. +   Prerequisite: BAB +0, proficiency with Pistols. 
-Activation: 1 Free Action +   * Activation: 1 Free Action 
-Effect: Increase character’s skill with pistols. This power +   * Effect: Increase character’s skill with pistols. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1). 
-can be used a number of times per encounter equal to Wis +
-modifier +1 (minimum of 1).+
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
-Rank 1This power has the following statistics: + 
-• Increase rate of fire of pistols, wielded by the character, +=== Rank 1 === 
-by 1 while this power is active. + This power has the following statistics: 
-• Gain a +2 bonus to attack of pistols, wielded by the +   * Increase rate of fire of pistols, wielded by the character, by 1 while this power is active. 
-character, while this power is active. +   * Gain a +2 bonus to attack of pistols, wielded by the character, while this power is active. 
-• Lasts for 2 actions. +   * Lasts for 2 actions. 
-• Cooldown: 4 actions. +   * Cooldown: 4 actions. 
-Rank 2: This power has the following statistics: +=== Rank 2 === 
-• Increase rate of fire of pistols, wielded by the +Changes
-character, by 1 while this power is active. +   * Cooldown: 3 actions. 
-• Gain a +2 bonus to attack of pistols, wielded by the +=== Rank 3 === 
-character, while this power is active. +Changes
-• Lasts for 2 actions. +   * Lasts for 3 actions. 
-• Cooldown: 3 actions. + 
-Rank 3: This power has the following statistics: +=== Rank 4 === 
-• Increase rate of fire of pistols, wielded by the +Upon attaining this rank, the reload time of pistols, wielded by the character, is changed to 1 free action (this is a permanent bonus). In addition, this power gains one of the following upgrades: 
-character, by 1 while this power is active. +
-• Gain a +2 bonus to attack of pistols, wielded by +
-the character, while this power is active. +
-• Lasts for 3 actions. +
-• Cooldown: 3 actions. +
-Rank 4Upon attaining this rank, the reload time of +
-pistols, wielded by the character, is changed to 1 free +
-action (this is a permanent bonus). In addition, this +
-power gains one of the following upgrades:+
 Accuracy: Accuracy:
-• Increase attack bonus by +2 while this power is active.+   Increase attack bonus by +2 while this power is active.
 Firing Rate: Firing Rate:
-• Increase rate of fire of pistols, wielded by the character, +  * Increase rate of fire of pistols, wielded by the character, by 1 while this power is active. 
-by 1 while this power is active. +=== Rank 5 === 
-Rank 5This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Duration: Duration:
-• Increase Marksman duration by 1 action.+   Increase Marksman duration by 1 action.
 Headshots: Headshots:
-• Increase critical multiplier of pistols, wielded by the +  * Increase critical multiplier of pistols, wielded by the character, by 1 while this power is active. 
-character, by 1 while this power is active. +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+ This power gains one of the following upgrades: 
 Recharge Speed: Recharge Speed:
-• Reduce cooldown by 1 action.+   Reduce cooldown by 1 action.
 Gunslinger: Gunslinger:
-• Reduce recoil of pistols, wielded by the character, by 1 while +   Reduce recoil of pistols, wielded by the character, by 1 while this power is active. 
-this power is active. +   * Increase rate of fire of pistols, wielded by the character, by 1 while this power is active. 
-• Increase rate of fire of pistols, wielded by the character, by 1 + 
-while this power is active. +==== Martial Artist ==== 
-Martial Artist+
 You learn to take the best advantage of melee weapons, focusing You learn to take the best advantage of melee weapons, focusing
 your fighting skills on engaging the enemy up-close rather than at your fighting skills on engaging the enemy up-close rather than at
 a distance. a distance.
-Prerequisite: Int 12+, BAB +0, Knowledge (tactics) 1 rank. Unlike +   Prerequisite: Int 12+, BAB +0, Improved unarmed combat feat, each new rank of Martial Artist increases the BAB prerequisite by 2. 
-other Combat powers, each new rank of Martial Artist increases the +   * Activation: 1 action 
-BAB prerequisite by 2. +   * Effect: The character performs a special attack against a specific target or against several targets he threatens. This special attack depends on the type of melee weapon used, but because some ranks provide different special attacks, the chracter must choose which special attack he wants to use. Some ranks provide permanent bonuses. 
-Activation: 1 action +   * Save: Varies with rank and melee weapon used 
-Effect: The character performs a special attack against a specific +
-target or against several targets he threatens. This special attack +
-depends on the type of melee weapon used, but because some +
-ranks provide different special attacks, the chracter must choose +
-which special attack he wants to use. Some ranks provide permanent +
-bonuses.+
 If a character is wielding two different types of melee weapons, he If a character is wielding two different types of melee weapons, he
 cannot gain the benefit of two different special attacks, he must cannot gain the benefit of two different special attacks, he must
 choose which special attack is used. choose which special attack is used.
 +
 In ranks 5 and 6, choose one of two different permanent effects at each In ranks 5 and 6, choose one of two different permanent effects at each
 rank. rank.
-Save: Varies with rank and melee weapon used + 
-Rank 1This power has the following statistics: +Note that for all effects causing knockback or throwing, range is reduced by 1 square for each size larger, and increased by 1 square for each size smaller. 
-• Stunning Fist: If character is fighting in melee unarmed: he + 
-performs one melee attack, against a single target he threatens. +=== Rank 1 === 
-The target must then make a Fortitude save (DC 10 + character’s +This power has the following statistics: 
-Wis modifier + 1/2 Character level) or is dazed for 1 action. This +   * Stunning Fist: If character is fighting in melee unarmed: he performs one melee attack, against a single target he threatens. The target must then make a Fortitude save (DC 10 + character’s Wis modifier + 1/2 Character level) or is dazed for 1 action. This power can be used a number of times per encounter equal to 1 + Wis modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-power can be used a number of times per encounter equal to 1 +   * Precise Strike: If character is fighting in melee with a light melee weapon: he performs one melee attack, against a single target he threatens. This attack has its critical threat range increased by 2. 
-+ Wis modifier (minimum of 1). Using this special attack removes +   * This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-one usage from other special attacks granted by this power (to a +   * Power Strike: If character is fighting in melee with a heavy melee weapon: he performs one melee attack, against a single target he threatens. For this attack, add a bonus to damage equal to 2*this power’s rank. This power can be used a number of times per encounter equal to 1 + Str modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-minimum of 0 special attacks). +   * Spinning Strike: If character is fighting in melee with a two-handed melee weapon: he performs on melee attack, against each target he threatens. Roll for each target separately. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-• Precise Strike: If character is fighting in melee with a light melee +=== Rank 2 === 
-weapon: he performs one melee attack, against a single target he +This rank does not increase the power’s statistics. Instead, it increases the melee damage the character deals, with a melee attack, by 2. It also increases the character’s Defense by 1 when he is engaging an enemy in melee. This is a permanent bonus. 
-threatens. This attack has its critical threat range increased by 2. +=== Rank 3 === 
-This power can be used a number of times per encounter equal + This power has the following additional uses
-to 1 + Dex modifier (minimum of 1). Using this special attack +   * Improved Grab: If character is fighting in melee unarmed: he performs one melee attack, against a single target he threatens. If he deals damage, the character can immediately initiate a grapple against the target, without provoking AoO. This power can be used a number of times per encounter equal to 1 + Wis modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-removes one usage from other special attacks granted by this +   * Quick Strike: If character is fighting in melee with a light melee weapon: he performs one melee attack, against a single target he threatens. If he deals damage, he gains a second free attack (in the same action) that if it hits deals 50% of normal damage. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (toa minimum of 0 special attacks). 
-power (to a minimum of 0 special attacks). +   * Knockback: If character is fighting in melee with a heavy melee weapon: he performs on melee attack, against a single target he threatens. If he deals damage, the target must make a Fortitude save (DC0 + character’s Str modifier to melee damage + 1/2 Character level) or is knockback 1square. For each additional 5 points the target failed the save, he is pushed back another 1 square. If the target cannot be moved (because he is stuck to the ground or against a wall, for example) he takes 1d6 points of damage for each square it would have moved due to this special attack. This power can be used a number of times per encounter equal to 1 + Str modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-• Power Strike: If character is fighting in melee with a heavy +   * Extended Reach: If character is fighting in melee with a two-handed melee weapon: he performs one melee attack, against a single target he threatens. For this attack, the character threatened area is increased by 1 square. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-melee weapon: he performs one melee attack, against a single +=== Rank 4 === 
-target he threatens. For this attack, add a bonus to damage + This rank does not increase the power’s statistics. Instead, when the character is engaging an enemy in melee, he can attempt to swap positions with his target (provided the target can move to the character’s space without restriction). To do so, he must make a free touch attack against the target. If he hits, he deals no damage but gains a free grapple check. If he wins this grapple, he switches place with the target. This can only be done against targets of the same size, and only a number of times per encounter equal to 1 + Int modifier (minimum of 1). He must spend one free action to use this special attack, but he can use it during the turn of another creature (if he does so, he loses his free action until the end of his next round). He must decide to do so before any attack roll against him is resolved. If he succeeds on usingit, the first attack roll made against him is instead made against the target of this special attack and further attacks must take into account the 5 ft he moved with this ability and the character’s new position. 
-equal to this power’s rank. This power can be used a number +=== Rank 5 === 
-of times per encounter equal to 1 + Str modifier (minimum + This power gains one of the following upgrades: 
-of 1). Using this special attack removes one usage from other +
-special attacks granted by this power (to a minimum of 0 +
-special attacks). +
-• Spinning Strike: If character is fighting in melee with a +
-two-handed melee weapon: he performs on melee attack, +
-against each target he threatens. Roll for each target +
-separately. This power can be used a number of times per +
-encounter equal to 1 + Dex modifier (minimum of 1). Using +
-this special attack removes one usage from other special +
-attacks granted by this power (to a minimum of 0 special +
-attacks). +
-Rank 2This rank does not increase the power’s statistics. +
-Instead, it increases the melee damage the character deals, +
-with a melee attack, by 1. It also increases the character’s +
-Defense by 1 when he is engaging an enemy in melee. +
-This is a permanent bonus. +
-Rank 3This power has the following statistics+
-• Improved Grab: If character is fighting in melee +
-unarmed: he performs one melee attack, against a +
-single target he threatens. If he deals damage, the +
-character can immediately initiate a grapple against +
-the target, without provoking AoO. This power can +
-be used a number of times per encounter equal to +
-1 + Wis modifier (minimum of 1). Using this special +
-attack removes one usage from other special attacks +
-granted by this power (to a minimum of 0 special +
-attacks). +
-• Quick Strike: If character is fighting in melee +
-with a light melee weapon: he performs one melee +
-attack, against a single target he threatens. If he +
-deals damage, he gains a second free attack (in +
-the same action) that if it hits deals 50% of normal +
-damage. This power can be used a number of times +
-per encounter equal to 1 + Dex modifier (minimum +
-of 1). Using this special attack removes one usage +
-from other special attacks granted by this power (to +
-minimum of 0 special attacks). +
-• Knockback: If character is fighting in melee with +
-a heavy melee weapon: he performs on melee +
-attack, against a single target he threatens. If he deals +
-damage, the target must make a Fortitude save (DC +
-10 + character’s Str modifier to melee damage + 1/2 +
-Character level) or is knockback 5 ft. For each additional +
-5 points the target failed the save, he is pushed back +
-another 5 ft. If the target cannot +
-be moved (because he is stuck to +
-the ground or against a wall, for +
-example) he takes 1d6 points of +
-damage for each 5 ft it would have +
-moved due to this special attack. +
-This power can be used a number +
-of times per encounter equal to +
-1 + Str modifier (minimum of 1). +
-Using this special attack removes +
-one usage from other special +
-attacks granted by this power (to +
-a minimum of 0 special attacks). +
-• Extended Reach: If character +
-is fighting in melee with a two- +
-handed melee weapon: he +
-performs one melee attack, +
-against a single target he +
-threatens. For this attack, the +
-character threatened area is +
-increased by 5 ft. This power +
-can be used a number of times +
-per encounter equal to 1 + Dex +
-modifier (minimum of 1). Using +
-this special attack removes one +
-usage from other special attacks +
-granted by this power (to a minimum of 0 special attacks). +
-Rank 4This rank does not increase the power’s statistics. Instead, +
-when the character is engaging an enemy in melee, he can +
-attempt to swap positions with his target (provided the target +
-can move to the character’s space without restriction). To do so, he +
-must make a free touch attack against the target. If he hits, he deals +
-no damage but gains a free grapple check. If he wins this grapple, +
-he switches place with the target. This can only be done against +
-targets of the same size, and only a number of times per encounter +
-equal to 1 + Int modifier (minimum of 1). +
-He must spend one free action to use this special attack, but he can +
-use it during the turn of another creature (if he does so, he loses his +
-free action until the end of his next round). He must decide to do so +
-before any attack roll against him is resolved. If he succeeds on using +
-it, the first attack roll made against him is instead made against the +
-target of this special attack and further attacks must take into account +
-the 5 ft he moved with this ability and the character’s new position. +
-Rank 5This power gains one of the following upgrades:+
 Extra Special Attacks: Extra Special Attacks:
-• The character gains 1 extra usage of all special attacks granted by +   The character gains 1 extra usage of all special attacks granted by this power. In addition, the character can choose to spend 3 uses of one special attack (thus also removing 3 uses of other special attacks) to gain one extra melee attack action that turn. He must spend 1 free action in order to use this ability.
-this power. In addition, the character can choose to spend 3 uses of +
-one special attack (thus also removing 3 uses of other special attacks) +
-to gain one extra melee attack action that turn. He must spend 1 free +
-action in order to use this ability.+
 Advanced Martial Artist: Advanced Martial Artist:
-• Character gains a bonus to Initiative equal to Int modifier and +   Character gains a bonus to Initiative equal to Int modifier and increase speed by +1 square. This is a permanent bonus. 
-increase speed by +5 ft. This is a permanent bonus. +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Advanced Rank 1 Attacks: Advanced Rank 1 Attacks:
-• Stunning Fist now stuns the +    * Stunning Fist now stuns the target that fails the save (stunned targets drop their weapons). 
-target that fails the save (stunned +   * Precise Strike critical threat range bonus increases to 4. 
-targets drop their weapons). +   * Power Strike now adds ×4 this power’s rank as a bonus damage. 
-• Precise Strike critical threat +   * Spinning Strike now an additional +6 bonus to damage in all attacks made.
-range bonus increases to 4. +
-• Power Strike now adds ×2 this +
-power’s rank as a bonus damage. +
-• Spinning Strike now an +
-additional +6 bonus to damage +
-in all attacks made.+
 Advanced Rank 3 Attacks: Advanced Rank 3 Attacks:
-• Targets caught by Improved +   Targets caught by Improved Grab can now be thrown away. To do this, the character must spend 1 action and make a grapple check against the grappled opponent. If he wins, he can send him flying 2 squares in a chosen direction. For each 5 points the character beats the target’s grapple check, he adds 1 square to this distance. If the target cannot be moved (because he is stuck to he ground or against a wall, for example) he takes 1d6 points of damage for each 1 square it would have moved due to this special attack. 
-Grab can now be thrown away. To +   *  The extra attack from Quick Strike now deals 100% normal damage instead of 50%. 
-do this, the character must spend +   * Increase the save DC of Knockback by 4. 
-1 action and make a grapple +   * When the character uses Extended Reach, he adds his Dexterity modifier to attack and damage rolls. In addition, he increases the critical threat range of the Extended Reach attack by 1. 
-check against the grappled + 
-opponent. If he wins, he can +==== Phase Disruptor ==== 
-send him flying 10 ft in a chosen + 
-direction. For each 5 points the +Focus the energy of your shields to fire a high-powered beam at a target from afar. 
-character beats the target’s + 
-grapple check, he adds 5 ft to this +    * Prerequisite: Electronics ranks 
-distance. If the target cannot be +    Target: One target 
-moved (because he is stuck to +    Activation: 1 action 
-the ground or against a wall, for +    Range: Target up to 20 squares away 
-example) he takes 1d6 points of damage for each 5 ft it +    Effect: This power focuses part of the character’s shields into a beam of electric energy that explodes on impact. In order to use this power, some of the character’s Shield HP must be consumed. If the character does not have enough Shield HP to be consumed, this power fails. 
-would have moved due to this special attack. +    * Note: Must have shield HP for this 
-• The extra attack from Quick Strike now deals 100% +
-normal damage instead of 50%. +
-• Increase the save DC of Knockback by 4. +
-• When the character uses Extended Reach, he adds +
-his Dexterity modifier to attack and damage rolls. In +
-addition, he increases the critical threat range of the +
-Extended Reach attack by 1. +
-Phase Disruptor +
-Focus the energy of your shields to fire a high-powered +
-beam at a target from afar. +
-Prerequisite: Electronics ranks +
-Target: One target +
-Activation: 1 action +
-Range: Target up to 100 ft away +
-Effect: This power focuses part of the character’s +
-shields into a beam of electric energy that explodes +
-on impact. In order to use this power, some of the +
-character’s Shield HP must be consumed. If the +
-character does not have enough Shield HP to be +
-consumed, this power fails.+
 Upon hitting the target, this power explodes damaging Upon hitting the target, this power explodes damaging
 nearby enemies. If this power is used to kill frozen nearby enemies. If this power is used to kill frozen
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 explodes and any adjacent creature is immediately explodes and any adjacent creature is immediately
 catches fire (1d6 damage per action). catches fire (1d6 damage per action).
 +
 The character must succeed on a ranged touch attack The character must succeed on a ranged touch attack
 to affect the target. This power can be used a number of to affect the target. This power can be used a number of
 times per encounter equal to Wis modifier +1 (minimum times per encounter equal to Wis modifier +1 (minimum
 of 1). of 1).
 +
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
-Rank 1This power has the following statistics: + 
-• Target takes 4d6 points of damage. Creatures in impact +=== Rank 1 === 
-radius also take that damage. + This power has the following statistics: 
-• Impact radius: 10 ft away from the target. +   * Target takes 6d6 points of damage. Creatures in impact radius also take that damage. 
-• 50% of character’s maximum Shield HP must be consumed +   * Impact radius: 2 squares away from the target. 
-to use this power (rounded down). +   * 50% of character’s maximum Shield HP must be consumed to use this power (rounded down). Minimum on 20 Shield HP
-• Cooldown: 2 actions. +   * Cooldown: 2 actions. 
-Rank 2: This power has the following statistics: +=== Rank 2 === 
-• Target takes 4d6 points of damage. Creatures in impact +Changes
-radius also take that damage. +    Cooldown: 1 action. 
-• Impact radius10 ft away from the target. +=== Rank 3 === 
-• 50% of character’s maximum Shield HP must be consumed to +This power has the following statistics: 
-use this power (rounded down). +   * Target takes 8d6 points of damage. Creatures in impact radius also take that damage. 
-• Cooldown: 1 action. +   *  Impact radius: 3 squares away from the target. 
-• +=== Rank 4 === 
-Rank 3This power has the following statistics: +This power gains one of the following upgrades: 
-• Target takes 5d6 points of damage. Creatures in impact radius +
-also take that damage. +
-• Impact radius: 15 ft away from the target. +
-• 50% of character’s maximum Shield HP must be consumed to use +
-this power (rounded down). +
-• Cooldown: 1 action. +
-Rank 4This power gains one of the following upgrades:+
 Damage: Damage:
-• Increase damage by 1d6.+   Increase damage by 1d6.
 Radius: Radius:
-• Increase impact radius by 10 ft. +   Increase impact radius by 2 squares 
-Rank 5This power gains one of the following upgrades:+=== Rank 5 === 
 +This power gains one of the following upgrades: 
 Knockdown: Knockdown:
-• Unprotected enemies are sent prone when damaged by this power.+   Unprotected enemies are sent prone when damaged by this power.
 Efficient Blast: Efficient Blast:
-• Only 25% of character’s maximum Shield HP are consumed to use +  * Only 25% of character’s maximum Shield HP are consumed to use this power (rounded down). Minimum on 10 Shield HP
-this power (rounded down). +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Plating Damage: Plating Damage:
-• Increase damage done to Plating HP by 50%.+   *  Increase damage done to Plating HP by 50%.
 Shield/Barrier Damage: Shield/Barrier Damage:
-• Increase damage done to Shield HP, Barrier Shields or other +   Increase damage done to Shield HP, Barrier Shields or other biotic Barrier type powers by 50%. 
-biotic Barrier type powers by 50%. + 
-Overkill+==== Overkill ====
 Increase skill with assault rifles. Increase skill with assault rifles.
-Prerequisite: BAB +0, proficiency with Assault Rifles. + 
-Activation: 1 Free Action +     Prerequisite: BAB +0, proficiency with Assault Rifles. 
-Effect: Increase character’s skill with assault rifles. This power +     * Activation: 1 Free Action 
-can be used a number of times per encounter equal to Wis +      Effect: Increase character’s skill with assault rifles. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1). 
-modifier +1 (minimum of 1).+
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
-Rank 1This power has the following statistics: + 
-• Halve the recoil penalty of assault rifles (rounded +=== Rank 1 === 
-normally), wielded by the character, while this power is +This power has the following statistics: 
-active. +   * Halve the recoil penalty of assault rifles (rounded normally), wielded by the character, while this power is active. 
-• Lasts for 2 actions. +   * Lasts for 2 actions. 
-• Cooldown: 4 actions. +   * Cooldown: 4 actions. 
-Rank 2: This power has the following statistics: +=== Rank 2 === 
-• Halve the recoil penalty of assault rifles (rounded +Changes
-normally), wielded by the character, while this power is +    Cooldown: 3 actions. 
-active. +=== Rank 3 === 
-• Lasts for 2 actions. +Changes;
-• Cooldown: 3 actions. +
-Rank 3: This power has the following statistics: +
-• Halve the recoil penalty of assault rifles (rounded +
-normally), wielded by the character, while this power +
-is active.+
 • Lasts for 3 actions. • Lasts for 3 actions.
-• Cooldown: 3 actions. + 
-Rank 4Upon attaining this rank, the critical threat +=== Rank 4 === 
-range of assault rifles, wielded by the character, +Upon attaining this rank, the critical threat range of assault rifles, wielded by the character, is increased by 1 when doing the aim maneuver(this is a permanent bonus). In addition, this power gains one of the following upgrades: 
-is increased by 1 (this is a permanent bonus). In +
-addition, this power gains one of the following +
-upgrades:+
 Faster Reload: Faster Reload:
-• While this power is active, the reload time of +   While this power is active, the reload time of assault rifles wielded by the character is changed to 1 free action.
-assault rifles wielded by the character is changed to +
-1 free action.+
 Duration: Duration:
-• Increase Overkill duration by 1 action. +   Increase Overkill duration by 1 action. 
-Rank 5This power gains one of the following +=== Rank 5 === 
-upgrades:+This power gains one of the following upgrades: 
 Improved Duration: Improved Duration:
-• Increase Overkill duration by 1 action.+   Increase Overkill duration by 1 action.
 Recharge Speed: Recharge Speed:
-• Reduce cooldown by 1 action. +   Reduce cooldown by 1 action. 
-Rank 6This power gains one of the following upgrades:+ 
 +=== Rank 6 === 
 + This power gains one of the following upgrades: 
 Recharge Speed: Recharge Speed:
-• Reduce cooldown by 1 action.+   Reduce cooldown by 1 action.
 Stability Synergy: Stability Synergy:
-• Spend one additional usage of Overkill to reduce the +   Spend one additional usage of Overkill to reduce the base recoil of assault rifles, wielded by the character, to 0.  
-base recoil of assault rifles, wielded by the character, to 0. +   *  Using this ability reduces the duration of Overkill by 1 action. 
-• Using this ability reduces the duration of Overkill by 1 +   * Using this ability increases the cooldown by 1 action. 
-action. + 
-• Using this ability increases the cooldown by 1 action. +==== Shrapnel Grenade ==== 
-Shrapnel Grenade+
 Rip your enemies apart with this shrapnel-packed grenade. Rip your enemies apart with this shrapnel-packed grenade.
-Prerequisite: Repair 2 ranks + 
-Activation: None. Character can choose to use this power +   Prerequisite: Engineering 1 rank 
-when he or she throws a grenade. +   * Activation: None. Character can choose to use this power when he or she throws a grenade. 
-Effect: The character throws a grenade filled with shrapnel to +   * Effect: The character throws a grenade filled with shrapnel to deal greater damage in a larger radius. Unlike other grenades, if a Shrapnel Grenade is thrown directly at a creature, and hits that creature, it explodes immediately. All rules for throwing grenades still apply normally. 
-deal greater damage in a larger radius. Unlike other grenades, if +
-a Shrapnel Grenade is thrown directly at a creature, and hits that +
-creature, it explodes immediately. All rules for throwing grenades +
-still apply normally.+
 In ranks 4, 5 and 6, choose one of two different permanent effects In ranks 4, 5 and 6, choose one of two different permanent effects
 at each rank. at each rank.
-Rank 1This power has the following statistics: + 
-• Grenade deals 4d6 points of damage. +=== Rank 1 === 
-• Radius: 20 ft + This power has the following statistics: 
-Rank 2This rank does not increase the power’s statistics. Instead, it +   * Grenade deals 6d6 points of damage. 
-increases the character’s grenade capacity by 1. This is a permanent +   * Radius: 4 squares 
-bonus. +=== Rank 2 === 
-Rank 3: This power has the following statistics+This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. 
-• Grenade deals 5d6 points of damage. +=== Rank 3 === 
-• Radius: 20 ft +Changes
-Rank 4This power gains one of the following upgrades:+   * Grenade deals 8d6 points of damage. 
 + 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 Damage: Damage:
-• Increase damage by 1d6+   Increase damage by 1d6
 Radius: Radius:
-• Increase radius by 5 ft. +  * Increase radius by 1 square 
-Rank 5This power gains one of the following upgrades:+ 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 Maximum Grenades: Maximum Grenades:
-• This upgrade permanently increases the character’s grenade +  * This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
-carrying capacity by 1.+
 Bleed: Bleed:
-• Organic creatures caught in the blast take 1d6 points of damage +  * Organic creatures caught in the blast take 1d6 points of damage per round until they are healed. 
-per round until they are healed. + 
-Rank 6This power gains one of the following upgrades:+=== Rank 6 === 
 +This power gains one of the following upgrades: 
 Armor-Piercing: Armor-Piercing:
-• Increase damage done to Plating by 2d6.+   Increase damage done to Plating by 3d6.
 Shield Overload: Shield Overload:
-• Increase damage done to Shields by 2d6+   Increase damage done to Shields by 3d6
-Sticky Grenade+ 
 +==== Sticky Grenade ====
 Stick this grenade to your opponent, and the explosion will tear Stick this grenade to your opponent, and the explosion will tear
 apart the target. apart the target.
-Prerequisite: Electronics 2 ranks, able to use one Tech power. + 
-Activation: None. Character can choose to use this power +   Prerequisite: Electronics 1 rank, able to use one Tech power. 
-when he or she throws a grenade. +   * Activation: None. Character can choose to use this power when he or she throws a grenade. 
-Effect: The character throws a grenade filled with super- +   * Effect: The character throws a grenade filled with super-charged particles that work like an adhesive, sticking the grenade to the target. Although the grenade still takes 1 action before exploding, the target is unable to remove it. All rules for throwing grenades still apply normally. 
-charged particles that work like an adhesive, sticking the +
-grenade to the target. Although the grenade still takes 1 +
-action before exploding, the target is unable to remove it. +
-All rules for throwing grenades still apply normally.+
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
-Rank 1This power has the following statistics: + 
-• Grenade deals 5d6 points of damage. +=== Rank 1 === 
-• Radius: 5 ft +This power has the following statistics: 
-Rank 2This rank does not increase the power’s statistics. +   * Grenade deals 7d6 points of damage. 
-Instead, it increases the character’s grenade capacity by +   * Radius: 1square 
-1. This is a permanent bonus. + 
-Rank 3: This power has the following statistics+=== Rank 2 === 
-• Grenade deals 6d6 points of damage. +This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. 
-• Radius: 5 ft + 
-Rank 4This power gains one of the following +=== Rank 3 === 
-upgrades:+Changes
 +   * Grenade deals 9d6 points of damage. 
 +=== Rank 4 === 
 + This power gains one of the following upgrades: 
 Damage: Damage:
-• Increase damage by 1d6+   Increase damage by 1d6
 Radius: Radius:
-• Increase radius by 5 ft. +   Increase radius by 1 square 
-Rank 5This power gains one of the following +=== Rank 5 === 
-upgrades:+ This power gains one of the following upgrades: 
 Maximum Grenades: Maximum Grenades:
-• This upgrade permanently increases the character’s +   This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
-grenade carrying capacity by 1.+
 Armor-Piercing: Armor-Piercing:
-• Increase damage done to Plating by 2d6+   Increase damage done to Plating by 3d6.  
-Rank 6This power gains one of the following + 
-upgrades:+=== Rank 6 === 
 + This power gains one of the following upgrades: 
 Damage: Damage:
-• Increase damage by 1d6.+   Increase damage by 1d6.
 Proximity Trap: Proximity Trap:
-• Grenade stays active for 5 actions, instead of just 1, +   *  Grenade stays active for 5 actions, instead of just 1, before exploding. They also explode when an enemy enters its explosion radius. As the name suggests, this is best used as a proximity trap, however it allows the grenade to explode immediately after being glued to a specific creature. 
-before exploding. They also explode when an enemy +   * Increase radius by 1 square 
-enters its explosion radius. As the name suggests, this + 
-is best used as a proximity trap, however it allows the +==== Trip Mine ==== 
-grenade to explode immediately after being glued to a +
-specific creature. +
-• Increase radius by 5 ft. +
-Trip Mine+
 Deploys an explosive mine that triggers when an enemy comes Deploys an explosive mine that triggers when an enemy comes
 within proximity of or crosses a sensor laser. Enemies suffer more within proximity of or crosses a sensor laser. Enemies suffer more
 damage the closer they are to the mine. damage the closer they are to the mine.
-Prerequisite: Repair 6 ranks. + 
-Activation: 1 action, used at the same time as a Power-Cell +   Prerequisite: Engineering 4 ranks. 
-altering its effects. +   * Activation: 1 action, used at the same time as a Grenade altering its effects. 
-Range: The Trip Mine can be placed in a square up to 15 ft away +   * Range: The Trip Mine can be placed in a square up to 3 squares away from the character. 
-from the character. +   * Effect: The character can alter the effects of a Power-Cell to turn it into a mine that explodes when a creature stands on its square or crosses its sensor laser, which is an infrared line of up to 3 squares. Characters in the explosion area are pushed away from the blast 1 square and are sent prone. A Reflex save halves the damage and prevents them from being pushed away and ending up prone. 
-Effect: The character can alter the effects of a Power-Cell to turn +
-it into a mine that explodes when a creature stands on its square +
-or crosses its sensor laser, which is an infrared line of up to 15 +
-ft. Characters in the explosion area are pushed away from the +
-blast 5 ft and are sent prone. A Reflex save halves the damage and +
-prevents them from being pushed away and ending up prone.+
 In ranks 4, 5 and 6, choose one of two different permanent effects In ranks 4, 5 and 6, choose one of two different permanent effects
 at each rank. at each rank.
-Special: This power requires the character to spend a Small- + 
-Capacity Power-Cell. If more advanced Power-Cells are used, the +=== Rank === 
-barricade’s base effects are increased as follows: +This power has the following statistics: 
-Medium-Capacity Power-Cell: Damage is increased by +1d6 and the +   * Proximity radius: square occupied by the mine. 
-save DC by ++   * Laser sensor: 3 square line 
-High-Capacity Power-Cell: Damage is increased by +2d6, the save DC +   * Blast damage: 4d6 
-by +3 and the blast area by +5 ft. +   * Blast radius: 5 squares 
-Emergency Battery Power-Cell: Damage is increased by +3d6, the save +   * Duration: 1 minute, after which the mine defuses without effect and the Power-Cell is lost. 
-DC by +5 and the blast area by +10 ft. +=== Rank 2 === 
-Save: Reflex save prevents the character from being pushed and ending +This rank does not increase the power’s statistics. Insteadit increases the character’s ready grenade capacity by 1. This is a permanent bonus
-up prone; Reflex save halves the damage. DC equals 12 + Repair ranks + 
-divided by 2. +=== Rank 3 === 
-Rank 1: This power has the following statistics: +Changes
-• Proximity radius: square occupied by the mine. +    Blast damage: 6d6 
-• Laser sensor: 15 ft line + 
-• Blast damage: 3d6 +=== Rank 4 === 
-• Blast radius: 25 ft. +This power gains one of the following upgrades: 
-• Duration: 1 minute, after which the mine defuses without effect +
-and the Power-Cell is lost. +
-Rank 2This power has the following statistics+
-• Proximity radius: square occupied by the mine. +
-• Laser sensor: 15 ft line +
-• Blast damage: 4d6 +
-• Blast radius: 25 ft. +
-• Duration: 1 minuteafter which the mine defuses without +
-effect and the Power-Cell is lost. +
-• This power consumes only 1/2 of the Power-Cell, effectively +
-allowing the character to use the same Power-Cell twice to +
-activate this power. However, once the Power-Cell is used to +
-activate Trip Mine once, its normal effects can no longer be +
-used+
-Rank 3: This power has the following statistics: +
-• Proximity radiussquare occupied by the mine. +
-• Laser sensor: 15 ft line +
-• Blast damage: 3d6 +
-• Blast radius: 25 ft. +
-• Duration: 1 minute, after which the mine defuses without +
-effect and the Power-Cell is lost. +
-• This power consumes only 1/2 of the Power-Cell, +
-effectively allowing the character to use the same Power- +
-Cell twice to activate this power. However, once the +
-Power-Cell is used to activate a Trip Mine once, its normal +
-effects can no longer be used. +
-Rank 4This power gains one of the following upgrades:+
 Sensor Range: Sensor Range:
-• Proximity radius increases to a 10 ft side square (mine +   Proximity radius increases to a 2 squares side square (mine must now be placed on an intersection, within 2 squares of the character). 
-must now be placed on an intersection, within 10 ft of +   * Laser sensor increases to a 5 square line. 
-the character). +Camouflage
-• Laser sensor increases to a 25 ft line. +   * The mine is -to detect instead of the normal -4 
-Power Consumption+ 
-• This power consumes only 1/3 of the Power-Cell, +=== Rank 5 === 
-effectively allowing the character to use the same +This power gains one of the following upgrades: 
-Power-Cell three times to activate this power. +
-However, once the Power-Cell is used to activate a +
-Trip Mine once, its normal effects can no longer be +
-used. +
-Rank 5This power gains one of the following +
-upgrades:+
 Damage & Force: Damage & Force:
-• Increases damage dealt by +2d6+   Increases damage dealt by +3d6
-• Save DC increases by +2+   * Save DC increases by +2
 Blast Radius: Blast Radius:
-• Blast radius increases to 35 ft. +   Blast radius increases to 7 squares 
-Rank 6This power gains one of the following + 
-upgrades:+=== Rank 6 === 
 +This power gains one of the following upgrades: 
 Detonator: Detonator:
-• If this power deals damage to a creature that is under +   If this power deals damage to a creature that is under the effect of a power or feature that can be detonated, that power or feature is detonated, dealing 6d6 points of damage to all within 2 squares
-the effect of a power or feature that can be detonated, +
-that power or feature is detonated, dealing 6d6 points +
-of damage to all within 10 ft.+
 EMP: EMP:
-• Creatures that take damage from this mine must make +   Creatures that take damage from this mine must make a Fortitude check with the same DC or are stunned for 1 action. 
-a Fortitude check with the same DC or are stunned for 1 +   * Deals +1d6 damage to creatures with Shield HP or synthetics. 
-action. +
-• Deals +1d6 damage to creatures with Shield HP or +
-synthetics. +
-Unity +
-Combine several skills to heal multiple allies at the same time, +
-bringing them back from unconsciousness and restoring their +
-shields in the process. +
-Prerequisite: Electronics 6 ranks, First Aid 6 ranks, Repair 6 +
-ranks, Knowledge (biology) 3 ranks, must have the Spectre +
-achievement feat +
-Target: Selected allies within range +
-Activation: 1 action +
-Effect: By manipulating the omni-tool in combination with the +
-First Aid Dispenser, the character is able to effectively heal fallen +
-squad members, restoring a portion of their normal HP, of their +
-Shield HP and even bringing them back to consciousness. +
-When using this power, select a number of allies equal to your Int +
-modifier +1, to be targeted by this power and gain its benefits. +
-These allies must be in range of your First Aid Dispenser (so if your +
-First Aid Dispenser can only affect characters within 30 ft, they +
-must be within 30 ft to gain the benefit of this power). Once this +
-power is used, only one Medi-Gel kit is expended and the cooldown +
-of the First Aid Dispenser is activated. +
-This power can be used a number of times per encounter equal to +
-Wisdom modifier +1 (minimum of 1). +
-In ranks 4, 5 and 6, choose one of two different permanent effects at +
-each rank. +
-Rank 1: This power has the following statistics: +
-• Roll First Aid check normally, as if using a First Aid Dispenser. Each +
-of the selected characters gains 30% of the First Aid check (rounded +
-normally). +
-• Selected characters recover 10% of their maximum Shield HP even if +
-their Shield HP have been reduced to 0 (rounded normally). +
-Rank 2: This power has the following statistics: +
-• Roll First Aid check normally, as if using a First Aid Dispenser. Each +
-of the selected characters gains 45% of the First Aid check (rounded +
-normally). +
-• Selected characters recover 20% of their maximum Shield HP even +
-if their Shield HP have been reduced to 0 (rounded normally) +
-Rank 3: This power has the following statistics: +
-• Roll First Aid check normally, as if using a First Aid Dispenser. +
-Each of the selected characters gains 60% of the First Aid check +
-(rounded normally). +
-• Selected characters recover 30% of their maximum Shield HP +
-even if their Shield HP have been reduced to 0 (rounded normally). +
-Rank 4: Upon attaining this rank, this power gains one of the +
-following upgrades: +
-Adrenaline Boost: +
-• Selected characters also gain a +1 bonus on all attack rolls, +
-skill checks and ability checks until the end of the encounter (if +
-they are affected by this power multiple times, the effects do +
-not stack). +
-Painkillers: +
-• Selected characters have their DR increased by 1 until the +
-end of the encounter (if they are affected by this power +
-multiple times, the effects do not stack). +
-Rank 5: This power gains one of the following upgrades: +
-Healing Surge: +
-Increase amount of HP healed by 15%. +
-Shield Restoration: +
-• Increase amount of Shield HP recovered by 10%. +
-Rank 6: This power gains one of the following upgrades: +
-Greater Healing: +
-• Increase amount of HP healed by 25%. +
-Shield Hardening: +
-• Increase amount of Shield HP recovered by 10%. +
-• Selected characters have their Shield DR increased by +
-1 until the end of the encounter (if they are affected by +
-this power multiple times, the effects do not stack).+
  
srb/combat_specialization.1591789560.txt.gz · Last modified: 2020/06/10 04:46 by weby